"New Player Experience" changes on full release?
Saccho
Posts: 1,577Player
This is something I haven't really seen addressed in the opt-in builds. The basic training looked the same to me, but Giunta had changes, so I'm hoping there may be more in the works. There is the unlock system, which would hopefully increase engagement, but beyond that I can't think of any changes specifically aimed at improving the early experience.
The first hour or so of play seems to be critical for grabbing player attention in F2P games. (With non-F2P, there's more incentive to "earn back" your money, so I see distributions shifted away from 0 playtime on paid titles.)
Comparison titles chosen based on genre similarity and F2P status.
NB: axis scales change, x-axis is log scale, careful on interpretation
America's Army: Proving Grounds

Planetside 2

Ghost Recon: Phantoms

Team Fortress 2

60% of AAPG players aren't making it past an hour of playtime. Many F2P titles have issues with player retention past an hour, but I think an appropriate target there would be more like 30%. Successful F2Ps like Warframe or PS2 lose ~25% in the first hour.
Past suggestions have included enhanced training, servers intended exclusively for new players, a new "mentor" program, addition of in-game prompts for low-honor accounts (rank < 4 and bleeding out? Show an on-screen prompt "Press G to stop bleeding!"), ....
This topic has been visited in the past, but there are a few reasons it's worth bringing up again now:
The first hour or so of play seems to be critical for grabbing player attention in F2P games. (With non-F2P, there's more incentive to "earn back" your money, so I see distributions shifted away from 0 playtime on paid titles.)
Comparison titles chosen based on genre similarity and F2P status.
NB: axis scales change, x-axis is log scale, careful on interpretation
America's Army: Proving Grounds

Planetside 2

Ghost Recon: Phantoms

Team Fortress 2

60% of AAPG players aren't making it past an hour of playtime. Many F2P titles have issues with player retention past an hour, but I think an appropriate target there would be more like 30%. Successful F2Ps like Warframe or PS2 lose ~25% in the first hour.
Past suggestions have included enhanced training, servers intended exclusively for new players, a new "mentor" program, addition of in-game prompts for low-honor accounts (rank < 4 and bleeding out? Show an on-screen prompt "Press G to stop bleeding!"), ....
This topic has been visited in the past, but there are a few reasons it's worth bringing up again now:
- Opt-in is a time for making concerns known
- Launch is going to be a new first impression and a chance to hopefully capture more than 40% of players for an hour+
- The stats on playtime distributions are available now for comparison
- This ties in with TheTots' goal on increasing participation from "the 99%" -- new users REALLY should chime in here, PLEASE! The 1% have been playing so long that it's easy to forget that the gameplay quirks we're used to are quirks.
Comments
This has been a test of the emergency flame-fest system. Please do not adjust your set.
This has been a test of the emergency flame-fest system. Please do not adjust your set.
I get so many messages thanking me for saying what they were thinking... on certain subjects. Keebler is right the silent majority could sway design of the game if they too spoke up.
FYI after OPT IN beta.. i'm loving the direction the game is heading. Also agree with BCPULL. One thing about having the army training levels is you were vested once you got training, and what a great experience earning the SF or Sniper roles, heck even the medic was fun and informative.
AA2 miles servers were amazing as well.... great tool for awareness training. BEEEPPPP BUZZZZZ
But AA3 all those training's that never happened? wish you would release open source, would have loved a truly fleshed out AA3 experience, so much potential in that game and the MATH could go on forever about the real world DATA collection the DEV team brought to the AA3 game.
But i digress.......
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A forum is for discussion. If someone makes a post and someone responds disagreeing with it, they shouldn't take it personally. It's the whole point of a forum.
Some of this could be installation or PB issues, some of this could be expectations of an AA2 reskin not being met, some could be gameplay-related. Others?
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Ultimately this game has a fairly low skill ceiling and isn't hard for someone who's played an FPS before to pick up on, but what could be done to give a first time FPS player some sort of introduction?
What's covered:
Some of the problems with the current training were fixed in the opt-in's version, but there are more improvements to be made. Topics not currently addressed:
Devs please try and implement some of these features. IMO unlocks would be fantastic
That's actually something I've been working on for launch. I've been calling them "12 second tutorials" and they cover all the base mechanics and a few 'pro tips'.
Does this include people who install the game from steam but never create/login to an AAPG account? I have several friends who downloaded AAPG from steam and never bothered to create an AAPG account. Its a pointless extra inconvenience.
Both TF2 and PS2 are easier to run than AA. Maybe there are people installing the game and finding out their hardware won't run it well?
So, the most important thing is to get new player to install the game without unnecessary drama and get him to shoot them guns right away. We have to show him 'Hey, look weapon mechanics we have here are so cool and rewarding! Look- try to control recoil while bursting on those tragets! Fun, isn't it? I bet you wanna shoot the bad guys with this stuff now' etc.
Imho we need shooting range, that shows the good side of weapon mechanics we have, as initial training level for new players. Weapons familiarization on Giunta Range isn't best for that imho because pointing on semi-auto at stationary targets in all the time you have isn't that fun. To add fun to it, we need a challenge- so something more like shoothouses we have here, with some score you need to beat to finish the training.
Edit:
Also, I should not forget about the feeling of achieving something in game as a factor of keeping player playing. Honor system is a good little thing to keep players in that are already familiar with the game, a little thing that they can be proud of etc. A training that only teaches some mechanics doesn't create any bond between player and the game. Adding this challenge and sort of unlock system 'Score X points to qualify for Sniper training', etc. will engage reward system very early and may create a chain like "Ok, I did well in here, let's try again to unlock the sniper training -> I did it, let's see how I do against other players that I scored enough points for something".
And I'd like to think I should be able to help someone get into the game by now!
He played ONE WHOLE SATURDAY and he was pretty good for a raw newb. We don't talk about it anymore....
:shrug:
This has been a test of the emergency flame-fest system. Please do not adjust your set.
2. Make players unlock the roles as they play so that we wouldn't have a level 2 having a sniper without a clue on how to use it or in what positions to be... It doesn't have to be many levels but a few so that a player can get familiar with the basic weapons. Lets say you can unlock a support role when you are level 5 then designated marksmen when you are 10 and the sniper role when you are 15... (I'm not saying they should be like that but something like that)
3. Make the recoil smaller... Even though most long time players including me can handle the recoil really well but for a new player the recoil is extremely high. I went onto BTF 4 and got a SAW with a high rate of fire and kicks a lot and it was really easy for me to control the recoil even though most players wouldn't be able to do it unless they are really good at BTF 4
The issue with wanting more input from players that didn't play 2 and 3 is the fact that 90+%(I'd say is a fair margin, if not higher) that are playing this game played 2 or 3 or both, and the reason for that is because this game has done no advertising of it's own(because it's still in beta). So the majority of the people only know about this game because they knew about the Americas Army franchise. I've been playing this beta for a good while, and know the majority of the frequent players(well, the American ones anyway given the timezones), and I can count on one hand those that never played an AA game before this one.
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So if the Devs want input from players who didn't play 2 or 3, they'll need to release the game and advertise it. They're not going to get it while it's in beta.
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I wouldn't make recoil smaller, but I'd like to see the randomness to it toned down.