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Communication & Tactics Tutorials

Discussion in 'Ask the Team' started by N42, Sep 30, 2014.

  1. N2- N42 Cipher

    Considering the claims than WH40K:ET is going to be less cluster-*beep* than PS2, in way it will encourage people to work in teams, i would like to ask couple of very crucial questions regarding tutorials:

    the game itself can be played only as good as players are, so explaining players how and what to do besides general "wasd to move", "use this to shoot",

    Are we going to have tutorial explaining barebones basics of bounding?, so people after completing tutorial will atleast know what their actions are supposed to be alike.

    PS2 and arma suffers from this very much, as the game does not explain anything besides game mechanics to it's players so we have pretty dissapointing scenario

    the question is:

    Are you going to make tutorials on bounding, so people who join the game will actually benefit from becoming organized + have a great deal of immersion?

    tl;dr
    fireteam/squad tactics tutorials please, so people would not run as headless chicken



    for people who don't really know what this is all about:

    here is an explanation of squad flanking

    https://dl.dropboxusercontent.com/u/24204278/img/flank.jpg


    or here goes very basic graph about squad bounding

    [​IMG]



    this tiny portion will be just enough to give people a general idea, AND make organization ALOT easiler.
    there is no point in including something complicated to a mass market video game, but such tiny portion of basic information will be VITAL and will benefit everyone.

    average joe player does not watch community tutorials, if he spent 2 minutes in quick ingame tutorial, he will get the general idea.

    if he would want - he will find out more on his own. if not - this tiny portion of basics will be enough for average joe to have an idea whats going on and to be effective.

    including bounding example in game tutorial will drastically improve the gameplay quality for everyone, i guarantee that.

    everything else is mostly irrelevant.

    EXAMPLE of how it can be implemented:

    bounding:

    8 spacemarines stand next to %force_commander%, you are one of them.

    step 1. short narrative about how important is for space marine to work as a team
    step 2. squad of 8 spacemarines including you is split by half on 2 teams red and blue.
    step 3. %force commander% says: "team red, move up to NE 10 metters"
    step 4. red team (4 AI, no player) run to position, and AI report "red team set", blue team stands on current position.
    step 5. blue team (3 AI +player) says on quick chat %moving up% which renders as "blue team moving up"
    step 6. blue team (3 AI+player) got on position with red team, and now red team is moving again.

    THATS IT.

    how complicated this is? it takes less than 2 minutes if done in tutorial with an AI, and after that all players who have enought IQ to play "red light - green light" now know how to run within a squad. how can it hurt somebody? it will only benefit

    it's generally enough for person to try it out within an AI team 4 +4 and see by himself to get hang of the concept.

    ----------------------------------------------------------------------------------------------------------------

    the idea is the same all the time and it doesn't matter what the scale is.

    it can be 2 people / fireteam / squad / platoon /
    i set this one to be first because it have animation and smooth graphics so ADHD people would not miss it.

    the video is pretty long because dyslexy likes to TALK ALOT in great depth, but it can be just 1-2 minutes.

    you can mostly skip stuff from 03:00 to 4:00 as it's too deep and unnecessary, as anybody with common sense act so by default.



    if you can't bear videos longer than one minute, however

    i can't really find anything shorter than these two videos, but this is what bounding in a nutshel is



    except it works all directions

    also another short which is called flanking but it's not, it's still bounding/overwatch.
    flaking is different and here is the picture how it works properly Step 1 ; Step 2 ; Step 3

    anyway, here is the video, just ignore it's name



    i will waste 15 minutes and uplouad very same thing using space marine models mod in OperationFlashpoint 2001 today, just incase some extremely thick skull people around here.


    so after people are explained what fireteam is and what bounding/overwatch is all that is required for tactical gameplay is a willing to play like this, and squad leader. but lucky for him, people will know the concept, so the chore of explaining basics to new random people each session will be unnecessary.

    you can easily find dozens more of these explaining everything in great detail, but it's generally enough for person to try it out within an AI team 4 +4 and see by himself to get hang of the concept.

    Wolffe, Senjan, HG_FTW and 2 others like this.
  2. I would highly recommend implementing a tutorial that helps new players understand the basic and advanced functions of the game. I to have falling victim to games that I do not understand at first and the initial confusion could turn new players off on a game that is great and highly enjoyable before they have a chance to fully grasp the concept.


    I would also recommend that this function be available offline and allow players the opportunity to test all war-gear and vehicles prior to joining the epic battlefield of the 41st Millennium. This would allow players the ability to run their tutorials, test equipment and be fully equipped to join the carnage on the battlefield before they log onto the servers. “This option would also be great if they released it a few weeks in advance of launch so as soon as the servers go up WAAAAAAAAAAGH!”.
    Wolffe and Tarkus like this.
  3. Tarl68 TARL68 Arkhona Vanguard

    why would you want game assets clientside like that?....the vast majority of hacks occur through clientside programming being cracked,

    keeping the actual game programming serverside increases game security and prevents easy hacking
    Tarkus likes this.
  4. Trovanus Abize Arkhona Vanguard

    The main problem I can see is that the gameplay of EC isn't going to enforce the stricter more tactical level of play. You get as organised in vanilla ArmA as you can with ACE mod but there are far fewer penalties in vArmA than in ACE so players are far more likely to be gun-ho and aggressive because they know the downtime for death isn't long. Striving for more organised players is a noble goal and should always be aimed for but unless the game mechanics make tactical and calculated play the most efficient (which considering there are troops with jumpjets strapped to their backs is unlikely) teaching players how to be more coordinated is only going to annoy the majority who just want to get in and throw themselves into the meatgrinder. If you are after organisation and excellent comm-skills I'd suggest hunt around for an outfit/strikeforce that offers it and join up with them.
    Lichtbringer likes this.
  5. N2- N42 Cipher

    nobody is talking about enforcing stricter tactical level of play,

    we are talking about showing people how does it work in tutorial. person may use knowledge he got, or not, it's up to him. BUT atleast people will know what is it and how to accomplish it, if they would want to

    i don't see any harm tutorial on basic ft/squad bounding, only benefits for players
    Wolffe likes this.
  6. Trovanus Abize Arkhona Vanguard

    You missed my final point, if the player wanted it they would go looking for it from the organised outfits/strikeforces. Putting them through a tutorial that is all about a niche playstyle is only going to annoy players that want to get to the meatgrinder already.
    I'd much prefer any ingame tutorial teach players about what each weapon is about (because most players aren't going to be familiar with 40k weaponry) and how to play/use each class (particularly for the Eldar who's classes are much more focused than the broad ones the Orks and C/SM have). Teaching them how to bound or how to cover angles properly is only going to be a waste of time to players who already know or just don't care (which I imagine is going to be a majority).
  7. Aritol Aritol Prefectus

    A short tutorial, that feels imersive...like the one in Republic Commando. Should lead the players in the right direction
  8. well why not have a VR training area on your ship?
    there you could implement advanced tactic training

    everyone who want to learn it can do
    all who don't does not have to do
    Senjan and HG_FTW like this.
  9. N2- N42 Cipher

    precisely, but explaining basics

    the thing is to show it in TUTORIAL and give players a BASIC IDEA on how and what, so if they would want to, they will know where is the start so to speak, if not - they will atleast have a general idea of whats going on


    nobody is talking about having formations or advanced maneuvers, but if players ON TUTORIAL will know what bounding is, it will DRASTICALLY REDUCE TIME TO GET ORGANIZED.

    for example, when i hop on arma 2/3 public server (rarely happens, and i will explain why)
    i need to explain very basics of movement each time, as the game does not cover this in tutorial, so each time you want to get anything organized, you waste around half of the hour just on that.

    if game will explain such basics IN TUTORIAL, this step will be midgated, and we will be able to focus on ACTUALLY PLAYING the game.

    again, nobody is FORCING players to play tactically, but if they want to, they are SHOWN HOW TO IN TUTORIAL.

    bounding as a concept does not take more than 2 minutes to explain if it's done as tutorial, but it DRASTICALLY improve the gameplay assuming end parties are familiar with the concept.

    most of players are civilians with no military experience, so they have no idea what they are supposed to make of themselves to be effective and win, so if the game will explain these VERY basics, which do not take more than 2-5 minutes, the ease of organization will be much, much better.



    tutorial scenario:

    Basic tactics

    8 spacemarines stand next to %force_commander%, you are one of them.

    step 1. short narrative about how important is for space marine to work as a team
    step 2. squad of 8 spacemarines including you is split by half on 2 teams red and blue.
    step 3. %force commander% says: "team red, move up to NE 10 metters"
    step 4. red team (4 AI, no player) run to position, and AI report "red team set", blue team stands on current position.
    step 5. blue team (3 AI +player) says on quick chat %moving up% which renders as "blue team moving up"
    step 6. blue team (3 AI+player) got on position with red team, and now red team is moving again.

    THATS IT.

    how complicated this is? it takes less than 2 minutes if done in tutorial with an AI, and after that all players who have enought IQ to play "red light - green light" now know how to run within a squad.
  10. Joram Joram Well-Known Member

    Not just complicated, is also expensive, the team and budget are limited, they are just 40 (60?) people working on the game, even just one two minutes tutorial for the 4 factions seems way to much effort, if people don't want to play together they won't do it and intrussive tutorials telling you how do you have to play (instead of just showing you game mechanics) will piss people off. I see this more of a community concern, is us the one who have to step up and make video tutorials and squads for newbies, it would be great if the devs can help and advertise that kind of community content in the game launcher.

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