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As one might imagine, not super great for new players.
The community did something amazing though, they made a clan for noobs. They would go around to the starter areas, grab noobs, take them to their clan city, and help teach them the game.
The story of that clan is a lot longer than this, and very interesting, but it's not the point of this post. The point is: Communities can do more for new players than you think.
I've already seen a lot of you guys helping noobs. Aside from the usual pub stompers, we have a really noob friendly player base I feel.
I've long wanted to do something with a Mentor program, but I've never come up with a good way to do it. If you guys agree that it could be good, I'd love to hear your ideas.
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2nd method would be to do it a bit ala AON where interested mentors are trained by devs/admins and assigned a forum Mentor tag along with an official AAPG email address. Then new players can contact the mentors on the website or by email.
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though seeking out a mentor clan in darkfall or eve was done out of necessity.. those games were clearly complex. new players sought out those mentor clans because the game pretty much required you to do so if you wanted to survive...
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aapg is quite simple in comparison and built for solo play, so i don't see many clans going to length in trying to teach a new player the ropes. that would involve going into an empty server and teaching them every trick and spot to watch out for on each map.. to fast track their learning to be able to survive against the veteran players.... that's the kinda stuff comp teams do for practice, but pub clans aren't really at that level of dedication to get better...
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sadly, many pub clan leaders still don't grasp how the top players are so good. how their awareness and accuracy and reaction speed is so much higher... that higher level of intuition that plays a huge factor... they're not really the best qualified to be the mentors. so basically those comp guys would have to be incentivized into becoming the mentors for the newcomers. no such incentive exists.
Regarding Steam, I would rather for the Steam board to forward potential players to these forums and the official Unit board
The issue with clan leaders and other players is simple: lack of playing time. I see this in every game. Players complain about how they get shot/killed or call hacks, when the person who killed them has spent many and many hours playing the game and/or the specific map.
So best advice for current and new players? Get online and play. As soon you get home, get on the computer and play...
I don't think you can compare that with RPG's. I don't imagine many people install an FPS shooter and expect to be heavily reliant on the community for anything. It all needs to be quick and clear.
For example: low honor servers or on-screen tips with visual reference would be much more effective and would have a direct, instant effect.
Training ...it should be short and to the point, the basics. I for one don't open a new game to play hrs of training. But I do jump in for key familiarization, ex. Insurgency, did the quick training it's simple and to the point, finish and go play.
If players quit because they are bad, rage etc. Nothing you can do at release because we're all 1 honor so the new play with the pro.... but as the game progresses, those low honor servers could help.
When a new player asks a question in game, I always hear someone helping, so the community does help others for the most part.
Making guns shoot easier for the new player? Just no.. this game is dumbed down enough with new player featers.
I still believe retention comes down the big 3, performance, optimization, hit reg.
At least it does to the new players that look for a skilled game where they want to put time into.
What i would suggest and i don't care if you hate it or love it is the next thing.
Bring back the training like it was in AA2.
Shooting , leaning everything the DEVS feel like that should be covered by these trainings they can put in to it. Just don't come with a sneaky mission like the SF one on AA2 witch was cool but not needed imo.
Don't start on going to add mentor players and programs into it as it just doesn't fit the game. If a guy is willing to play this game he should learn the hard way like most of us did. We all were a noob once.. When they find a clan that puts in the effort to teach them is better then having a mentor program or what so ever. Before i forget don't come with exam [TOS Violation] well like the medic training just is not needed.
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You can also introduce a tutorial before a player actually jumps on to a server and learn the basic movements , use , items .... etc at least that is my idea.. Just don't think people are waiting on a mentor program or players..
Also, this shouldn't be about teaching a player all the tricks, per se, but about the game...the things that people know nothing about like clearing an area and covering for revives, or the fact we actually have a Tactical Walk key that many new players go "What?!!" when I tell them in a server...
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I have seen quite a few new players complain about putting 10 headshots in a guy, but when I spec them they have a hard time pointing their crosshairs toward the enemy, let alone controlling recoil or reacting to the environment. I think that is why things like the shoothouses are good, some players just need time to feel out the controls and you don't really get that in PG online games because you spend too much time spectating. Maybe a co-op shoothouse would be a good way to blend practice and online play?
It's also one more reason why respawn deathmatch servers would be helpful. They are the best way to keep players playing so they get comfortable with controls. Make several servers that float at the top of the browser like RECRUIT-PRACTICE-ORD24 and VETERAN-PRACTICE-FRA45 and set honor restrictions on them. No honor for playing, just aim style practice. Make the maps real cardboardy so they give that setting as well.
I see the true raw basics (movement, ADS) as so straightforward to explain that they belong in a tutorial/training level. There's not really extra value in having one player say to another "right-click to pull up sights for accurate fire" over having the game tell a player that.
The value in mentorship as a training system, as I see it, comes from a few areas:
I believe player-player interactions can be more stressful than player-game interactions, so I strongly think a solid training/tutorial experience is a necessary first step. If nothing else, it'd be a good "First, run through training, *then* come to the Mentor Group for some added polish".
But, man, there are some topics where I just don't want to think about what the advice-giving process could look like. I was in a game recently on Slums where my team kept getting rolled every round. Another high-honor player said "Everybody stay really far back, we're pushing out too fast and dying too fast." I said "No, the issue is we're not pushing out quickly enough -- they're controlling more of the map early on and we're ending up cornered, staying further back will only make it worse." Who's right? They're competing philosophies on how to respond to that kind of situation. What kind of advice would the mentorship group be offering?
I also frequently see players using tactical movement in a sub-optimal way, moving slowly even when there's dire need for fast movement. (Example: 30 seconds left on assault, needs to grab flag or otherwise make something happen. Or, on defense, the opponent is running objective, but the player needs to run to have line-of-sight on extract in time. Etc) Just knowing the mechanics exist isn't enough, they have to be taught as conditionally useful or you can end up doing more harm than good. If a player's spending an entire round in stealth mode, that's not good.
I think a mentorship group could be good. I'd also like to see "Matchmaking Academy"-style demorec reviews in the future, a place where somebody can say "I was in Situation XYZ. I lost. What did I do wrong? How could I have played that better?"
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i think the bigger issue is that none of that sorta stuff has anything to do with getting people who download the game to play more than 10 minutes or 1 hour.
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it would be good for the game IF there were actual youtubers and twitch personalities out there playing this game, but that's not gonna happen because this game is very plain.
PS: BTW Shifty....that sig pic has been mesmerizing me big time! Nice!
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