Forums » Suggestions
If you really want a skip button, we could hide it in some menu options where no noob would find it (like game->skip tutorial or something)
I agree, this needs to be a priority as noobs aren't learning enough from the getgo (i.e. the universe is a place you WILL get killed if you aren't very careful, mining, trading, combat, plugins, etc). Also, maybe have a part where they learn how to install plugins or implement things like targetless directly into the game, especially if its just a matter of copy pasting some code.
I agree, this needs to be a priority as noobs aren't learning enough from the getgo (i.e. the universe is a place you WILL get killed if you aren't very careful, mining, trading, combat, plugins, etc). Also, maybe have a part where they learn how to install plugins or implement things like targetless directly into the game, especially if its just a matter of copy pasting some code.
While this flight test portion of the tutorial could be quickly passed as a vet, having to spam-click through all the other info parts of the tutorials is annoying. So a way to skip it all has merit. Or maybe only have it skip the other stuff, but still require passing the flight test, just to be sure.
But forget buttons. A simple /skiptutorial command is sufficient, and less work for the devs to implement. Put it right in the appendix of the manual with all the other commands. A newbie who actually reads the manual is not a newbie who will be whiny and needy on chat.
But forget buttons. A simple /skiptutorial command is sufficient, and less work for the devs to implement. Put it right in the appendix of the manual with all the other commands. A newbie who actually reads the manual is not a newbie who will be whiny and needy on chat.
Being able to find a secret button in options does not prove you can fly, and being able to fly does not prove you can find a secret button in options. I prefer solutions that are directly relevant to the problem. Even many noobs can pass a basic equipment check in short order, and if they are impatient, they will be doing it as fast as they can, and that will keep them entertained until they get to the real thing.
I love combat! I agree that going strait into combat is a great thing, for certain types of players. However, I do not think it is for every player. Some players like to mine or trade first, and do not become interested in combat until much later. Your instant combat idea should be an optional branch. It should call out to the type of player it is designed for. Let the player react by choosing this path, or some other path.
I love combat! I agree that going strait into combat is a great thing, for certain types of players. However, I do not think it is for every player. Some players like to mine or trade first, and do not become interested in combat until much later. Your instant combat idea should be an optional branch. It should call out to the type of player it is designed for. Let the player react by choosing this path, or some other path.
Right, but even if those players aren't going to be combat pilots in the universe, they still *must* as a means of character progression participate in hive skirmishes or shoot of weapon ports at some point and all of the basics that are covered in a combat situation. This is really why I suggest hive skirmish for the UIT, because that is something that fits the character, showcases the game and isn't suggestive of a PvP style that UIT players might be trying to avoid with the choice.
I think its the wrong idea to pretend like VO is the kind of game that you should come to if you don't want to participate in some form of conflict/combat. It's not a purely academic trading game, it's about contextual conflict - which means we should be sending the message that this is a combat game from the get-go. We get people coming here because they're used to MMO's where you save up credits and that's your mark of achievement - VO is different, trading is there more as a contextual backdrop for conflict rather than a means to an end in itself. That's what makes VO a more intelligent MMO in my view and so it has to be showcased.
I think its the wrong idea to pretend like VO is the kind of game that you should come to if you don't want to participate in some form of conflict/combat. It's not a purely academic trading game, it's about contextual conflict - which means we should be sending the message that this is a combat game from the get-go. We get people coming here because they're used to MMO's where you save up credits and that's your mark of achievement - VO is different, trading is there more as a contextual backdrop for conflict rather than a means to an end in itself. That's what makes VO a more intelligent MMO in my view and so it has to be showcased.
I am thinking minimum requirements are: Buy a ship, weapon, power cell, take a mission, set home station, launch, dock, target an asteroid, fire weapon, set a nav point, push one button in mission interface, get to jump distance, activate jump. On the way to jump, add in radio chatter...
<pilot x> any new pilots want to do some light mining for me in sector z? easy mining experience! Will train!
<pilot y> HELP! Pirate! Help! sector y. Help!
If they divert to the mining station the mission tells them to take the mining tutorial.
If they divert to sector y, they are all yours....
I would hope your portion of the mission would result in at least combat 1, light weapons 1, a repeat of the mining radio chatter, and added chatter for a courier mission.
<pilot x> any new pilots want to do some light mining for me in sector z? easy mining experience! Will train!
<pilot y> HELP! Pirate! Help! sector y. Help!
If they divert to the mining station the mission tells them to take the mining tutorial.
If they divert to sector y, they are all yours....
I would hope your portion of the mission would result in at least combat 1, light weapons 1, a repeat of the mining radio chatter, and added chatter for a courier mission.
I like that split idea you have DE. But make sure there is an easy way for noobs to choose 1 between all 3, and they can't easily skip all of them. So, for example, don't say "go to sector z" when they may not know how to navigate that well between sectors. Maybe add a button that automatically plots to sector z if they click it and has something like "help against the pirates?" in the button label. Also, if there is a way to skip all 3 and just go into the 'verse, make it something pretty much only a vet would know about, like the command rin suggested.
Eh, it's not a bad idea, but I don't think its idiot proof enough. The training sector in the first parts of the game is the one place where I would endorse heavily scripted action sequences with all the bells and whistles. Story-driven missions are a bit of a snore for me personally as part of the day to day playing of the game, but they sure suit the tutorial/showcase scenario.
Yea, at the very least some kind of cutscene that shows off how epic vo combat can be, if done on a large scale. I'm kind of torn between both ideas; I like being able to choose between trade, mining, and combat, but I know VO is also a combat based game, and so a combat script like TRS is suggesting wouldn't be out of the picture. Maybe something that combines both of these?
Cutscenes are expensive.
I think it's a matter of prioritizing really, I'd blow their socks off with the action then give them choices. Woudnt want a cutscene because you want o keep the pilot in his cockpit as a part of it.
TRS try adding some detail to the OP so we can get this implemented, is badly needed and would be best to get them fleshed out on this threads so the devs don't have to waste their time coming up with this stuff.
I am not suggesting that this be the only mission available in training, only that it be available as a first mission, and it be required as a last mission.
I do not really want it to be idiot proof. If a player can not navigate, FLUNK THEM, and send them back to take the navigation tutorial.
I am suggesting this mission be available (optionally) as the only mission, for those players that are both too impatient to do all the other missions, and have the prerequisite skill/knowledge to live without the other tutorials. If a player can fly, shoot, dock, navigate, etc, and are in a hurry, then let them be in a hurry. But ONLY if they can demonstrate a minimum set of skills. Too many noobs are in such a hurry, that they get ahead of themselves, and end up having to ask questions that one of the existing tutorials explains in perfect detail.
I do not wish this path to be a complete replacement for all the existing tutorial missions. I want it to be first and foremost as a diagnostic (what controls does the player need to fix, what skills is the noob missing, and what tutorials should they take to fix that?), and secondarily as a fast paced shortcut for players that are quick on the draw and vets.
And I do realize that I am highjacking this thread, but I feel that this is an important step in support of this thread's objective of introducing combat at the earliest available opportunity. I support the objective of this thread. But I want each player to enter combat with working controls, and the skill set to operate those controls.
I do not really want it to be idiot proof. If a player can not navigate, FLUNK THEM, and send them back to take the navigation tutorial.
I am suggesting this mission be available (optionally) as the only mission, for those players that are both too impatient to do all the other missions, and have the prerequisite skill/knowledge to live without the other tutorials. If a player can fly, shoot, dock, navigate, etc, and are in a hurry, then let them be in a hurry. But ONLY if they can demonstrate a minimum set of skills. Too many noobs are in such a hurry, that they get ahead of themselves, and end up having to ask questions that one of the existing tutorials explains in perfect detail.
I do not wish this path to be a complete replacement for all the existing tutorial missions. I want it to be first and foremost as a diagnostic (what controls does the player need to fix, what skills is the noob missing, and what tutorials should they take to fix that?), and secondarily as a fast paced shortcut for players that are quick on the draw and vets.
And I do realize that I am highjacking this thread, but I feel that this is an important step in support of this thread's objective of introducing combat at the earliest available opportunity. I support the objective of this thread. But I want each player to enter combat with working controls, and the skill set to operate those controls.
"TRS try adding some detail to the OP so we can get this implemented, is badly needed and would be best to get them fleshed out on this threads so the devs don't have to waste their time coming up with this stuff."
Incarnate follows the threads and he marks the community suggestions that are relevant to a certain game-play area, then he goes and reads through them in the planning stages of making new content for that area. That is probably why he hasn't come back to this thread to comment, its filed under 'tutorial reform' or whatever for when it gets development attention.
Incarnate follows the threads and he marks the community suggestions that are relevant to a certain game-play area, then he goes and reads through them in the planning stages of making new content for that area. That is probably why he hasn't come back to this thread to comment, its filed under 'tutorial reform' or whatever for when it gets development attention.