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New Tutorials - seeking ideas/help
*sam*
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I was brainstorming new player retention measures with my family the other day, and we hit on the idea of using DW:Tactical to create a set of tutorial missions which a new player can do after the current tutorial. (This will hopefully also help with the 'what the heck do I do now and why do I have to wait 15 minutes to do it?' problem after the current tutorial is done).

I've already fixed DW:Tac so that NPCs actually fight.

So... would like your feedback on this idea. And specifically, what would be a good tiered set of challenges to put into these?

There can be goals in each mission, and rewards given for achieving them (the 1st time only, of course).

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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted May 21, 2020, 11:48 am
Tez
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Sounds good, like going from controlling your car, building one and maybe finishing with a scout/travel? With all the things inbetween.
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vet wv combat1 pvp3 pvp51,4,0

Posted May 21, 2020, 11:58 am
*sam*
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Tez said:
Sounds good, like going from controlling your car, building one and maybe finishing with a scout/travel? With all the things inbetween.


Not exactly. DW:Tac gives you ready-to-run combat scenarios, so it wouldn't really touch on building or travelling.  But it would provide a good way of showing off the complexity and fun that the game offers, if challenges are offered in the right sequence.

Info on building and scouting/travelling are things that could be presented in easy-to-access written tutorials, though.  I bet we already have that stuff written (maybe in the wiki) but it would be better front-loaded into the actual game client.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted May 21, 2020, 12:04 pm Last edited May 21, 2020, 12:06 pm by *sam*
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Download any popular phone app nowadays and look at how its Tutorials work. Most good tutorials spoon feed a bit of the game, then let the player do it for a bit. Then the next bit of spoon feeding happens, etc etc. It's SUPER effective and gives the players just a little bit at a time.

Imho, I think a client UI overhaul would be the way to go. Right now, a new player is downloading the game and expecting a car battle game. What they are getting is an AOL chat room with buttons. Once the UI is made more robust, I'm guessing you'll be able to do a LOT with it.



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vet wv ped1 paintball pvp5 race1 pvp4 pvp30,1,0

Posted May 21, 2020, 12:10 pm Last edited May 21, 2020, 12:11 pm by Dropdeadfred
*sam*
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Dropdeadfred said:
Download any popular phone app nowadays and look at how its Tutorials work.  Most good tutorials spoon feed a bit of the game, then let the player do it for a bit.  Then the next bit of spoon feeding happens, etc etc.  It's SUPER effective and gives the players just a little bit at a time.

Imho, I think a client UI overhaul would be the way to go.  Right now, a new player is downloading the game and expecting a car battle game.  What they are getting is an AOL chat room with buttons.  Once the UI is made more robust, I'm guessing you'll be able to do a LOT with it.




Good point about the UI.

RE spoon-feeding.. that's true too. The current arena tutorial does that. It's a lot of effort to code that stuff. But yeah, within reason that could be embedded into the DW:Tac based scenarios.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted May 21, 2020, 12:22 pm
Hati
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I like this idea. Here's my thoughts.
Set the help screen to pop up automatically if possible as soon as the tutorial ends. Or point them to the help button with a strong suggestion that they read it

Color the Forum and Wiki links green or some bright color

I wrote a list of things all new players should do. If that could get pinned in the discord and FB pages as well as the main screen on the webpage that would be awesome

The tutorial missions
A race, a death race, an arena combat to show town events without risk

A single car scout give them a front gunned lineshooter sedan rigged HMG MG. The enemy should be a trader and an escort. This is the most basic and common type of solo scout they will be on. The goal is eliminate the escort and learn to use cover and terrain. Teaches lineshooting from safety

A single muscle car with dual Gatlings or MGs. Trader and escort again but this time the goal is to chase the trader and destroy it before it gets to 350. Teaches chasing and moving at high speed

A double car scout with both the sedan and the muscle. Goal is to do both things stop the escort and the trader and teach multiple movements

A rear gunned Apache and two enemy pirate cars in a rear spawn to teach rolling gunfight

A footsquad if possible where the peds are armed with rifles to highlight the having to walk home

A repair and refit tutorial that highlights the autoconfig system



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vet wv

Posted May 21, 2020, 12:25 pm
Tez
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I've heard that DW:Tac physics are...entertaining
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vet wv combat1 pvp3 pvp51,4,0

Posted May 21, 2020, 12:33 pm
*Longo*
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How about a simple escape mission?

Give them a 4L Pho, being chased by 2 NPCs, and tell them they need to get 350 meters away and successfully escape?
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Posted May 21, 2020, 12:46 pm
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Nice one Longo. Basic travel scenario
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vet wv

Posted May 21, 2020, 1:02 pm
*sam*
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Thanks! Yes, scenarios like those listed by Hati and Longo are exactly what I was looking for.

One of the nice things about DW:Tac is that we pick precisely which maps and precisely where on the map the cars start. So it can be set up for maximum fun/challenge. Again, suggestions about use of maps in this way are welcome! :-)
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted May 21, 2020, 1:15 pm Last edited May 21, 2020, 1:16 pm by *sam*
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To help new people get a better grasp of the game i would try to merge DW:Tac + Narrative Missions, so new people have the "Main quests storyline" every modern game has, and that will help them get into the game.

And making all as user friendly as possible just from the gameclient. So they don't have to go to the website to start managing his gang. Having 2 interfaces for the game is something no one is used to. So trying to delay it for a while for when they are more interested would be helpful.

Also as I said somewhere else, a "reward" consisting in a free 50 scout to start a gang would be great, and maybe also a car, any car, a Desert Siren could be nice for a start. But now that town events pay so good there's almost no need for that.

That would help players to get a feel for the game, and give them a head start. I really find current start for a player is really harsh, goes really well with the game aura, but having a scout will let them try to play by themselves from the start.

Yes, it's better if they scout with a vet. But some people may want to learn by themselves, don't have time to wait for a vet.

...and then NFL map. Please, this one map personally saved me. I didn't want to wait in the lobby for someone to taking me to a ride. And going alone to the open desert with no scout or a very low one got me killed too many times. Nowhere to run, nowhere to hide.
When the chances are good or even, any map is good. When you have a bad spawn, the more "complex" the map, the easier to find cover, to run away, to split enemies...
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Posted May 21, 2020, 1:16 pm
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*Longo* said:
How about a simple escape mission?

Give them a 4L Pho, being chased by 2 NPCs, and tell them they need to get 350 meters away and successfully escape?


It's the tutorial... throw them in an amazing chassis with a cool skin!. McKenzie, Roadrunner...

They will have plenty of time to dive a Pho  ;)
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vet wv race1 deathrce1 combat1 paintladder0,59,4

Posted May 21, 2020, 1:23 pm
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Strikes me that if the AI is working in Tac now we could use that as a reasonably safe way of showing either stills or short videos on different tactics.

Would you be able to set up ghost cars for them to follow etc? Or is that too much of a pain in the rear?
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Posted May 21, 2020, 1:53 pm
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Effy said:
*Longo* said:
How about a simple escape mission?

Give them a 4L Pho, being chased by 2 NPCs, and tell them they need to get 350 meters away and successfully escape?


It's the tutorial... throw them in an amazing chassis with a cool skin!. McKenzie, Roadrunner...

They will have plenty of time to dive a Pho  ;)
Now there is an older but tried and true F2P tutorial scheme... Give them something awesome, then take it away and tell them they'll have to earn it.

It was fine enough when a "regular" game like need for speed did it, but it looks a little more scummy when F2P titles do it and imply you have to visit their store to have a shot at it. It's not a bad way to do it, but you have to be somewhat more delicate with it than the current popular treadmill model.
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vet wv zom gateautumn deathrceL1 elmsautumn pvp1 pvp2 sssc raceL1 e2g combatL1 santa1 pvp3 gwextrav ww circuit31,18,0

Posted May 21, 2020, 2:01 pm Last edited May 21, 2020, 2:03 pm by FireFly
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Just my 2 pence, definitely make sure to include a ped mission. 90% likely a new player is going to be in the wilderness and wandering home with bugs wanting them to be lunch. Or at least time in the pits as gladiators
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Posted May 21, 2020, 2:48 pm Last edited May 21, 2020, 3:04 pm by *Joskney*
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Effy said:
*Longo* said:
How about a simple escape mission?

Give them a 4L Pho, being chased by 2 NPCs, and tell them they need to get 350 meters away and successfully escape?


It's the tutorial... throw them in an amazing chassis with a cool skin!. McKenzie, Roadrunner...

They will have plenty of time to dive a Pho  ;)


Yes but you are trying to introduce them to what they will actually have in the game to start. If they want to play with custom rides they can do that but giving them a Phoenix will five them a taste of a situation thry will actually be in 100's of times
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vet wv

Posted May 21, 2020, 3:08 pm
*sam*
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I'm calling these tutorials, but I think at least as important (perhaps more important) is setting up events that are fun. Once someone realises the game is fun, they'll learn the other stuff.
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Posted May 21, 2020, 3:20 pm Last edited May 21, 2020, 3:21 pm by *sam*
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Good point, Sam. I suggested the ones I did as they build on each other and are the normal progression.
Race first to get a sense of handling, get used to the idea of turn based
Deatthrace adds in guns and makes the challenge go up a little
Arena Combat because it's essentially the same thing you are looking to do in the wild.
Then the wilderness events
The other payoff is by the time they get out of tutorial mode they will have a base of first hand experience and most will know if this is the game for them.
I like the idea you are going for in tactical so that it costs them nothing and they don't have to risk thier actual gang.
My suggestion for 'prizes' is an amount of DW cash for the town events and if they succeed in the wilderness events let them keep the cars
It means a new guy coming through all the tutorials would start with his gang
two Phoenixes, two sedans, and and an Apache as well as whatever cash they won. They would be set up to immediately jump into group scouts without having to rent cars and could possibly solo immediately if they had a good grasp on the tactics involved.
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vet wv

Posted May 21, 2020, 3:35 pm
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ill tutor them, just need to learn pvp :D

just make sure ai talks a bit more of extra smack talk on theses tutorials hehe
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Posted May 21, 2020, 4:47 pm
This member is currently online *The X Man*
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Simple and easy for new players to be successful. These would be all scout encounter scenarios.

1 player car vs 1 NPC car , after winning,

1 player car vs 2 NPC cars , after winning,

1 player ped vs 1 NPC ped , after winning,

1 player ped vs 2-3 NPC peds .

I wouldn't do multiple cars. Keep it simple to allow progression thru all the tutorials.

Only changes to the above would be weapon types per tutorial (gunnery or ballistics)

For peds, melee hand weapons to guns
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Posted May 21, 2020, 6:20 pm Last edited May 21, 2020, 6:22 pm by *The X Man*
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