Tutorial / Practice Grounds? Do We Want It?
#41
Posted 15 November 2012 - 09:18 PM
#42
Posted 15 November 2012 - 09:25 PM
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
Posted 15 November 2012 - 09:33 PM
Mu, on 15 November 2012 - 08:16 AM, said:
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
Posted 15 November 2012 - 09:38 PM
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
Posted 15 November 2012 - 09:44 PM
#46
Posted 15 November 2012 - 09:46 PM
#47
Posted 15 November 2012 - 09:49 PM
#48
Posted 15 November 2012 - 09:59 PM
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
Posted 15 November 2012 - 10:05 PM
#50
Posted 15 November 2012 - 10:09 PM
#51
Posted 15 November 2012 - 10:43 PM
#52
Posted 15 November 2012 - 10:49 PM
#53
Posted 16 November 2012 - 03:15 AM
#54
Posted 16 November 2012 - 03:28 AM
#55
Posted 16 November 2012 - 03:34 AM
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
Posted 16 November 2012 - 05:06 AM
Xorak, on 16 November 2012 - 03:34 AM, said:
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
Posted 16 November 2012 - 09:26 AM
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
Posted 16 November 2012 - 02:15 PM
I
#59
Posted 17 November 2012 - 03:39 AM
Taryys, on 15 November 2012 - 08:35 AM, said:
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
Posted 17 November 2012 - 03:57 AM
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