Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Damn! The bullets won't go through the walls!
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
Thread Tools | Search this Thread | Display Modes |
2013-05-12, 12:05 PM | [Ignore Me] #1 | ||
PSU Admin
|
http://www.planetside-universe.com/n...orial-3024.htm
It's been a while since the last episode of AGN Instant Action. In this video I talk about an issue which I believe was one of the core problems with PlanetSide 2. New Player Experience and the new Player Tutorial on Public Test. Be sure to post your comments and feedback!
__________________
PlanetSide Universe - Administrator / Site Owner - Contact @ PSU Hamma Time - Evil Ranting Admin - DragonWolves - Commanding Officer Last edited by Hamma; 2013-05-12 at 12:09 PM. |
||
|
2013-05-12, 12:55 PM | [Ignore Me] #2 | ||
Contributor PlanetSide 2
Game Designer |
Nice run through! The floating help box being in the middle of your screen is a bug, as is the lighting. The lighting for tutorial looks really cool when it is at the correct hour.
This is the first cut of the tutorial. There is more stuff planned as you surmised. One important thing about the tutorial is that it is intended to be short and not teach everything about PS2. Its intended to teach the fundamentals of getting into a fight and having fun with some of the more complicated parts of the game learned over time. For example, if you look at the Deadspace games, the first level is the tutorial, but more complex concepts (like using stasis to slow a door to squeeze through) are taught later on in the game. They spread out the learning so it isn't too overwhelming. WOW does the same thing - you don't learn about professions, talent points, or instances until well after the tutorial area is done. Many tutorials do this, and PS2 is modeled the same way. The goal was to teach them the fundamentals in ~10 minutes and then get them into the action so the size and scale of the game can hook them. And like other games, the more complicated aspects can be learned as they play. |
||
|
2013-05-12, 01:00 PM | [Ignore Me] #3 | |||
Second Lieutenant
|
(Is there a thread on the official forums where i can best post this? EDIT: Found it, it wasn't stickied. Will move feedback there.) Last edited by EvilNinjadude; 2013-05-12 at 01:01 PM. |
|||
|
2013-05-12, 02:50 PM | [Ignore Me] #5 | |||
Second Lieutenant
|
|
|||
|
2013-05-12, 04:14 PM | [Ignore Me] #6 | |||
Second Lieutenant
|
|
|||
|
2013-05-12, 04:38 PM | [Ignore Me] #7 | |||
Second Lieutenant
|
|
|||
|
2013-05-12, 07:16 PM | [Ignore Me] #8 | ||
Major
|
If they are going to add more tutorials, at least do the most common tips and tricks first to help new player pitfalls:
examples: - New players do not know, you have to equip AMS first to a loadout before deploying a Sunderer (so they either summon a Sunderer without AMS or have AMS but summon a Sunderer without AMS equipped). - What button to push to deploy a Sunderer? (B) - Where is the VR room? Again, it's almost a hidden feature. It should be more prominently displayed because it's a major feature to aid new players. Better yet, the VR room should have their own terminal with a large VR hologram . - Dropping a C4 is different from dropping a mine. C4 is right click to drop, left click to detonate (it should be standardized). - While dropping an engineer turret, press B to switch to alternative ammo instead. Yesterday a new player was asking if Engineers have a turret. If new players don't even know how to summon a turret, they won't know they're supposed to drop the ammo too, or heck even be the repair guy. The reason why I switched Engineer is because I used to fight a **** storm of Magriders at launch. I run out of ammo everytime, because few if any ever drop ammo. So I switched to Engi and basically tell everyone to switch to heavy assault so we can fight the Magriders. Then I go a round supplying all the heavy assaults. |
||
|
2013-05-13, 07:28 AM | [Ignore Me] #12 | ||
Major
|
Looking good but I hope it's still no where near finished. Since this really didn't cover enough. For example there needs to be an entire tutorial section on the Map. How to open it, how to read it, what everything means. This shooter isn't like others the map is incredibly important in this game.
Ideally there would also be optional tutorials on each class explaining what they do an how to use their special abilities. And optional tutorials on how to drive, and fly. |
||
|
2013-05-13, 07:52 AM | [Ignore Me] #13 | ||
All of this is feedback is based on what is currently in the tutorial. I completely agree with Malorn about there needing to be things that players learn by themselves or is otherwise not covered by the main tutorial.
-The gravity pad VS speech is too long (Don't need to hear how great the technology is). Keep it short like the TR version of said speech. Generally keep everything short and precise as with the TR version. -If the player completes a task as soon as said task is presented the tutorial needs to move along as to not force players to listen/read text that they don't want/need to. (For example, when you're told about hipfiring then allow players to complete the kill amount before being told to kill the dummies) -Don't have the player resupply until after having changed class and kill the dummies with hipfire. Have a short explanation for the following -Show the player the health bar and shield bar and what they mean. -Ammunition/grenade count. -Special ability energy bar. -Show how to enter a vehicle and change seats. (Have a Sunderer that becomes enterable after compeleting the repair tutorial.) -How to overload/secure generators. -How to use the engi/medic tool. (Have a damaged vehicle to repair and a fallen soldier to res and heal) -Grenade throwing (You don't need to show each grenade type since some things should be left for the player to find out for him/herself) -Explain friendly fire and grief points. -Hacking -How to resupply your ammunition. The following could be voiced or not, wouldn't matter much. They wouldn't have to be part of the tutorial, could just be made into a tooltip when tutorial mode is toggled on. -You could have a short overview of the map, leaving a more detailed explanation for self reading. Show and explain the most important parts of the map; the legend, statistics, filters, warpgate locations (which territory belongs to whom) etc. Keep it short and precise, will be especially important with the new-new lattice system that was teased. -Squads (playing/communicating with others). -Short explanation of each vehicle and its role. -Resources. -Cert points and what they are used for; Explain customization. Might want to have the following NOT be voiced. Have the tips/explanations pop up with you have the tutorial mode toggled on. -Explain the map elements: When capture points are contested, friendly or taken by the enemy. Pie chart. Etc. -Map icons. -Detailed menu explanation: Profile menu, social menu etc. -A basic overview of each of the main facilities. -Basicly anything that would require information too detailed, or not important enough, to warrant voice over. -Show the virtual training button and explain what the area is about. -XP modifier. Also there's an easter egg at the back of the firing line. A nasty, evil, smelly easter egg.
__________________
Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
Last edited by ChipMHazard; 2013-05-13 at 07:55 AM. |
|||
|
2013-05-13, 09:53 AM | [Ignore Me] #14 | ||
Sergeant Major
|
Slightly off-topic, but I think one of the key problems in terms of making PS2 easy-to-learn is that there are a lot of inconsistencies or strange, obscure little facts tucked away in the game design, for example:
I'm sure there's a lot more that I'm missing, but you get the idea. Many of these are things that I've seen players not know about, even after playing the game for months (or since launch in some cases) - others are just missed opportunities to make the game feel more consistent, logical or balanced. You'll never cover all this stuff in any tutorial, but if things were simpler and/or more consistent then you wouldn't need to! /rant |
||
|
|
Bookmarks |
|
|