WC tutorial

nametagg0
nametagg0
Unicorn Overlord
Joined Jan 2016 Posts: 5,827
edited 2 Nov 2019, 2:07AM
                                                                                            Prologue and disclaimers 

it goes without saying that there have been a couple changes to wc since it launched and the tutorial has lagged behind a little bit.

I propose a few changes to help new players be more prepared for the threats that they will encounter in the sector.

just so that everyone has the same baseline going in im going to state ahead of time that i think the tutorial should extend to when players have an airfield (CC3 i think) this'll probably sound like a long tutorial but hopefully it makes relative sense by the end of the post.

and yes i realize that the tutorial and side missions may not be the most pressing problem to think about but it definitely is worth taking a look at for the sake of the little guys.


-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------                What it has
 
so, most of us are bigger, more influential commanders than when we started the game (in our own minds at least) and its probably been a few spins since the last time a few of us have been in the training grounds so lets recap what the tutorial already has covered.

the tutorial as is is starts out with the commander leading a band of riflemen and a rhino tank to reclaim their base, here the new player learns a small bit of team composition and using higher resistance units to take the brunt of the damage for the main force.

then the player builds a turret and watches it mow down invading forces helping to show the player that turrets can be much stronger than units
once that occurs he player is given a platoon and learns
basic map movement with a single platoon then take out an ironstrike base to learn looting from bases and if i recall learns  about last stand defenders and the strength of a base platoon.



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this is now where we can point out...                                                  What its missing.

1 it never really tells the player about targeting 
2 it has relatively basic use of unit strength exploitation
3 status effects and workshop components are completely absent from the whole equation 
4 stealth is not touched on
5 heroes and uniques are left out & etc.

most of these arn`t really the tutorial`s fault, it told mostly everything there was at the time, its just that things were added in over time and the tutorial simply didn't get the memo

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now for the meat of                                      Bringing the tutorial up to speed.


to go forward lets just go back a second and revisit that attack in the tutorial, its against a faction that has hardly any relevance anymore and gives the player a story that ended a while ago.      Lets instead say that that ironstrike was a Sentinel base, that gives the new player the
knowlage of our previous conflict and that our relationship with them hasn't always been the most civil of discussions, it can also lead us to introduce the survivors in the same base and inform the player of buildings that spawn allies when destroyed.  after the attack rubi can state something to the tune of

"its a good thing those prisoners were there to help us, we took heavy casualties in that engagement"

the player is then instructed to
upgrade their cc and make an airfield to set them up with some wing drones. after that is completed the player then builds a workshop and gets the shock tech for the wing drone.

the player now equips the tech onto the drone and is informed of an armored company seeking revenge being outside the base, this gives our player their
first platoon battle and gives them the knowledge that because the armored company is made almost entirely of rhinos with a rifleman "commander" in the back, the safest bet would be to use the drones.  this tells the player that not everyone can hurt everything that can do it harm aswell as the 20% range bonus on infantry to air targets as well as the idea of elemental effects.

. after the battle sheila`s story ark can be introduced to new players so that she doesn't come out of the blue, after gaining sheila
(with a breif explanation of vxp) rubi, paranoid of another counter attack, calls on the help of some mercenaries (corpus stealth spartans and Deena or Doran playing as their corpus selves before they left) and offers sheila a chance to prove herself to the commander as a useful asset and not just a cowardous turncoat because of the use of multiple heores the single hero rule is shown to the player to be used. the commander then oversees the operation by starting off with visible Spartans to "turn off" a radio tower, it is at this point that the stealth ability possessed by the corpus units is revealed making the attack more simple than it appeared at first glance. this is also where the tutorial can tell of the wonders of splash damage targeting walls infront of their target in order to get a soft range boost

by this point a fair amount of the newer gameplay and story elements have been set up given the unlocks of additional riflemen is replaced with Spartans, liberators, and acolytes, 
aswell as sheila, and a few vehicles (all prebuilt) the player is ready to move out onto the world map

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                                                                                                               after the fact
with some of the newer things out of the way in the tutorial the in games mission system has the opportunity to give players the chance to fight a titan to learn about unique units, or get a stinger and his tech to learn about dedicated aa and corrosion status effect, and unlock sheila`s barz rifle to get concussion and etc. 

 with their bag of prebuilt non-legacy units these missions not only help the player by unlocking units and tools they may not otherwise have access to but also increase their understanding of the game`s mechanics without needing to put much effort in as to give them something to earn without the need to have a higher level get it for them.  its at this point where kixeye really has a lot of ways to keep both highers and lowers busy without really causing too much of a hassle for either party as the missions are short and always have a reward and thus arnt too grind inducing. 

Image result for free to play vs pay to win gif

"the optimist looks up and loses his footing.
  the pessimist looks down and loses the path
  the strategist looks forward and adjusts accordingly" 
  • JetzuI
    JetzuI
    Greenhorn
    Joined Nov 2017 Posts: 3
    You are intelligent, can I come to your sector and band with you?
  • nametagg0
    nametagg0
    Unicorn Overlord
    Joined Jan 2016 Posts: 5,827
    JetzuI said:
    You are intelligent, can I come to your sector and band with you?
    sure, and thank you : ). ill pm you the details.
    Image result for free to play vs pay to win gif

    "the optimist looks up and loses his footing.
      the pessimist looks down and loses the path
      the strategist looks forward and adjusts accordingly" 
  • Dune Rader
    Dune Rader
    Strike-force Captain
    Joined Dec 2012 Posts: 799
    you make some good points 
    Respect, Courage and Wisdom
  • Raven Girl
    Raven Girl
    Greenhorn
    Joined May 2014 Posts: 19
    Agreed
  • Max Marsh
    Max Marsh
    Minor Nuisance
    Joined Jun 2014 Posts: 281
    good post.
    RANGER
  • Skipjack
    Skipjack
    WC Mod
    Joined May 2012 Posts: 4,219
    Love this post Nametagg... thank you for the recent update and I hope to keep this listed as a bookmark for referral to the WC team and to new players.  Even if the tutorial is lacking, and we all know that it is... Finding out simple suggestions and remarks you have made may help them navigate what little they have now, until the New Player Experience Starts to Unfold that the team spoke of on the Podcast last week.  

    Again, Well Done!
    Bacon Resistance is Futile
  • Ulrich Wastian
    Ulrich Wastian
    Master Tactician
    Joined Aug 2012 Posts: 2,137
    a tutorial is basically important to use units correctly ... but for this the new players would also have to be able to get the appropriate units relatively quickly ... in most cases some players are missing the required units to beat one or the other important base ...

    Leave one wolf alive and the sheep are not safe

  • nametagg0
    nametagg0
    Unicorn Overlord
    Joined Jan 2016 Posts: 5,827
    edited 2 Nov 2019, 9:23PM
    a tutorial is basically important to use units correctly ... but for this the new players would also have to be able to get the appropriate units relatively quickly ... in most cases some players are missing the required units to beat one or the other important base ...
    thats why part of it is to give them newer units than what it currently gives.


    Skipjack said:
    Love this post Nametagg... thank you for the recent update and I hope to keep this listed as a bookmark for referral to the WC team and to new players.  Even if the tutorial is lacking, and we all know that it is... Finding out simple suggestions and remarks you have made may help them navigate what little they have now, until the New Player Experience Starts to Unfold that the team spoke of on the Podcast last week.  

    Again, Well Done!
    thank you : )
    Image result for free to play vs pay to win gif

    "the optimist looks up and loses his footing.
      the pessimist looks down and loses the path
      the strategist looks forward and adjusts accordingly" 
  • Freakingusername
    Freakingusername
    Minor Nuisance
    Joined Apr 2019 Posts: 273

    Finally a quality post xD

  • Essayon
    Essayon
    Incursion Leader
    Joined Dec 2012 Posts: 1,279
    Skipjack said:
    Love this post Nametagg... thank you for the recent update and I hope to keep this listed as a bookmark for referral to the WC team and to new players.  Even if the tutorial is lacking, and we all know that it is... Finding out simple suggestions and remarks you have made may help them navigate what little they have now, until the New Player Experience Starts to Unfold that the team spoke of on the Podcast last week.  

    Again, Well Done!

    I did a write-up about this a while back, several links to the wiki on the original tutorial are in there as well.
    https://www.kixeye.com/forum/discussion/comment/6123379

    the main challenge the game team is facing is presenting the main game concepts in a concise and fun fashion. The reason why this will prove to be such a challenge is because of all the stuff that has been added over the years is several times more than the original mechanics. 

    Bear with me here, <cut and paste> from that work-up I did. The first step to solving ANY problem is always to correctly state the problem:



    I actually spent a while trying to make the things to teach new players concise, but list of basic game mechanic groups is a lot longer and the original mechanics more complicated than they were when I took the tutorial 7 years ago. Even a concept as simple as range has grown:

    • 20% ground vs air boost
    • airborne turrets
    • units can be customized w/more range
    • units w/a minimum range
    • even units that be customized w/gaining AA functionality for the AA range boost.

     Now, the point of the game is learning and applying different tactics, but the new player that knows nothing about WC will have no idea to look for  sub-features like these within a core game concept/system. The perfect tutorial should not show everything, but instead show them just enough to spark curiosity and give them the idea to look for it.

    Kixeye needs to figure out a way to teach new players about the concepts/systems on this list upon starting the game.

    1. base building functionality types
    2. in-building base upgrades and gating functions.
    3. power, turrets, and defenses (AI defensive functionality).
    4. range.
    5. shot and damage type/functionality.
    6. targeting functionality (what can physically target and hit what).
    7. status effects.
    8. unit stats and existence of special functionalities (like deploying drones).
    9. battle commands and controlling units.
    10. modifiers. AKA workshop, unit and turret, and Gogo Bar(repair and damage bonus) upgrades.
    11. spec ops and ingame missions.
    12. battle and other game reward systems.
    13. PvP, infamy and bubble functionality
    14. resources and deposits
    15. factions and alliances.
    16. platoon types and functionality.
    17. FORUMS and wiki.

    Guys, this is the MINIMUM list. New players will not have fun and progress if they do not learn to explore the utilization of subsets of these systems. To explore them, they need to know that these things exist for the purpose of being explored. TEACHING NEW PLAYERS. YOU'RE NOT DOING IT RIGHT.


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