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Tutorial / Practice Grounds? Do We Want It?


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Poll: Tutorial & Practice Arenas? (340 member(s) have cast votes)

Do you want a Tutorial option for new recruits?

  1. Yes (325 votes [95.59%] - View)

    Percentage of vote: 95.59%

  2. No (9 votes [2.65%] - View)

    Percentage of vote: 2.65%

  3. Undecided (6 votes [1.76%] - View)

    Percentage of vote: 1.76%

Do you want a Practice Arena option?

  1. Yes (325 votes [95.59%] - View)

    Percentage of vote: 95.59%

  2. No (6 votes [1.76%] - View)

    Percentage of vote: 1.76%

  3. Undecided (9 votes [2.65%] - View)

    Percentage of vote: 2.65%

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#41 Insidious Johnson

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Posted 15 November 2012 - 09:18 PM

Much better alternative than breaking promises about 3pv. Training wheels on mechs.

#42 Bunz of Steel

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Posted 15 November 2012 - 09:25 PM

I would also like a firing range that had some way of measuring a few things, like damage numbers on a target and DPS... just so I could see some numbers and do some experiments.

Would it be too much to ask for a firing range in conjunction with the mechlab so I could fire some stuff and test drive it before I bought it? It would help me decide on a purchase instead of relying on Google theory crafting through reading others perceptions of it.

#43 Mr Mantis

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Posted 15 November 2012 - 09:33 PM

View PostMu, on 15 November 2012 - 08:16 AM, said:

Why the hell would anyone vote no? I mean, other than to spite you for stating the obvious.


I don't think people need a walkthrough totorial, look at minecraft. Well some people do need a totorial, but I think the developers time would be better spent on more important projects so maybe put it on the back burner.

#44 ebea51

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Posted 15 November 2012 - 09:38 PM

Definately need a tutorial mode for the new people... and perhaps a practice ground too before they join full drops.

Will help in the transition to full online gaming.
People need to learn to pilot too - need a NON COMBAT environment where they can learn that feet and torso move independantly... so when they drop straight ingame then they have some better footing.

#45 Juvat

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Posted 15 November 2012 - 09:44 PM

We NEED this to conduct unit training in-game... helps with a multitude of issues.

#46 Brilig

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Posted 15 November 2012 - 09:46 PM

Both are great ideas. I am pretty sure the Devs said something like this was being worked on.

#47 Rejarial Galatan

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Posted 15 November 2012 - 09:49 PM

the very idea that they would not include such a device, and have some poor quality video that charades itself as a training video is laughable. It shows no real respect for the players or the title itself, or even the franchise. Add to that, the 3rd person view crisis that is doing all sorts of damage to the company right now because it proves PGI is capable of actually lying to us and shattering a CORE PILLAR that we were sold on, shows no consideration at all for players honestly.

#48 Fooooo

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Posted 15 November 2012 - 09:59 PM

It will eventually come im sure.

If anyone has played Brink, Its not a great FPS in terms of comp play, but it did have some excellent "training" areas.

Basically they had all these training missions you could complete to earn acheivements (good) and some of the weapons (which I didn't like.).

Bar the earning weapons from them, the best part was the way they were done. Each mission focused on a specific mechanic in the game.

So there was 1 mission that was like a massive parkor setup, with boxes and grates, little things you can slide under etc and it was done like that so you could practice using the new movement system called SMART. (which ended up being a hinderance in most situations unfortunately) There was a timer, and basically you had to make your way to the goal location as fast as you could, using whatever paths you could find / come up with. (there was so many routes you could take on this map with the SMART system)

Another had you escorting a small robot, and this was to teach newer players how to repair objects and move a unit to the endpoint, which is used in the actual matches to complete objectives. Etc etc etc.


MWO would benefit from these types of things greatly imo. Training missions tailored to specific mechanics or areas. So one would concentrate on trying to get the player to understand the heat system, and then show them how to be efficient. One would be all about moving your mech around, and would have an obstacle course to navigate with a timer and some stuff that if you run into will add time to your ending time.

You then link rewards to these training missions, be it acheivements and some c-bills, maybe even a leaderboard of all the best times , or after completing them all you get a mech etc etc, whatever you can think of.

Edited by Fooooo, 15 November 2012 - 10:01 PM.


#49 Rejarial Galatan

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Posted 15 November 2012 - 10:05 PM

Foooo, you make a wonderful suggestion

#50 Ghogiel

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Posted 15 November 2012 - 10:09 PM

I doubt anyone would be opposed to this suggestion.

#51 Tuhalu

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Posted 15 November 2012 - 10:43 PM

An open field with a target dummy on it that you could drop onto by yourself into would be sufficient for a practice ground. Just something for players to fool around on until they feel a little comfortable with the controls of the game. It really doesn't help for players to spend their first 2 or 3 games getting slaughtered while they try to figure out where the buttons are.

#52 Leadhed

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Posted 15 November 2012 - 10:49 PM

As far as practice grounds go, something involving the ability to spawn bots would satisfy most in my opinion. All Training grounds should be used for is to grasp the basic controls/technique involved with playing. And upon that, I don't think anyone would oppose the option to get some training before hopping into the real thing. Either way, I'd like to see how Training is approached when it is (most likely) added to the game ;)

#53 Satchmo74

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Posted 16 November 2012 - 03:15 AM

Maybe if they did this we wouldn't have people firing their weapons off at the beginning of each match. Ok we probably still would . . . but do it anyway! Yes to both please.

#54 Elizander

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Posted 16 November 2012 - 03:28 AM

You and I don't need it, but 99% of PGI's future customer base probably do. ;)

#55 Xorak

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Posted 16 November 2012 - 03:34 AM

They've said they're going to fix up the mechlab so you can spec out a whole mech and see if everything works together before buying anything. I feel that game ballance is good enough that they should step back and work on some of these improvements now.

While they are at it, it would be awesome if the mechlab had a simulator you could use to try ou the biuld before you buy it. OR, maybe pay some nominal fee, perhaps a % cost of the build, and "rent" the mech to run in a real match as a custom trial mech. You don't wind up making any money or XP, so it's not an OP way to "have every mech" but you can try it out before you commit millions of c-bills, or MC to a build you don't care for.

I wanted 3rd person camera at first just to check out my mech in action, but would not fight with it. Hadn't really considered the possibility it could be a mechanical advantage. As long as they ARE aware of not making it such, I guess I don't care if they add it or not. I would have them put in a more obvious torso twist bar on the hud, like other games had.

#56 Chet Manley

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Posted 16 November 2012 - 05:06 AM

View PostXorak, on 16 November 2012 - 03:34 AM, said:

They've said they're going to fix up the mechlab so you can spec out a whole mech and see if everything works together before buying anything. I feel that game ballance is good enough that they should step back and work on some of these improvements now.

While they are at it, it would be awesome if the mechlab had a simulator you could use to try ou the biuld before you buy it. OR, maybe pay some nominal fee, perhaps a % cost of the build, and "rent" the mech to run in a real match as a custom trial mech. You don't wind up making any money or XP, so it's not an OP way to "have every mech" but you can try it out before you commit millions of c-bills, or MC to a build you don't care for.

I wanted 3rd person camera at first just to check out my mech in action, but would not fight with it. Hadn't really considered the possibility it could be a mechanical advantage. As long as they ARE aware of not making it such, I guess I don't care if they add it or not. I would have them put in a more obvious torso twist bar on the hud, like other games had.


The issue with the test run is their current commitment to buy on stuff like Endo and Doubles. You have to complete your purchase of them to go back to the loadout. They'd have to change that.

Also, I've been hoping to see a full 360 degree, 3D view for our mechs in mech lab. It's not in combat viewing, but would give us a chance to look them over.

#57 Omega BigRed

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Posted 16 November 2012 - 09:26 AM

I remember back when I bought a team-based hat simulator game and started playing it. "What I'm I supposed to do with all these classes? How do they work? There are so many different types of weapons! Man, I'm gonna die a lot learning this.... Oh look, class training!"

Twenty minutes later I was confident in at least knowing how to play the basics of most of the classes. After two matches I had been able to test them all out in live-fire without being worried about playing against others due to my previous complete lack of game knowledge. Yes I still died, but there was much less failure on my part than I was first expecting. After I could apply the core game mechanics to everyone, I just needed to shoot each weapon once or twice, get a feel for how the characters moved, and try out my hand at doing what I had been told each class' main role was.

In-game training helps people feel more comfortable with the game by creating a sense of accomplishment and understanding. It might even reduce how much they will get yelled at for being "noobish" by rude players. (Angry people can always find something to complain about though sadly.)

Edited by Omega BigRed, 16 November 2012 - 09:30 AM.


#58 Elddric

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Posted 16 November 2012 - 02:15 PM

I want to add my voice to this. Having a training arena and tutorial is a requirement for novice players to get acquainted. It will allow us experimenters to test builds prior to seeing how they roll in real combat. Its MUCH better then having a 3rd person view..

I

#59 Derek Icelord

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Posted 17 November 2012 - 03:39 AM

View PostTaryys, on 15 November 2012 - 08:35 AM, said:

Creating this going to be pretty code intensive, so I can understand why, when they are concentrating on getting the core game stable and fleshed out.

It might be code intensive, but it's something that should have been at or near the top of the prioirity list from the start.

#60 Karl Franz

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Posted 17 November 2012 - 03:57 AM

I don't know about Tutorial but Practice Arena would be useful for testing new designs. It will be nice to create "virtual" mech to test it before you buy it and potentially lose a lot of mony.





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