We had a discussion about this in the secret evil elite channel for like 20 minutes today, and I figured it would make a neat public discussion. So, how do you think Grab alerts can better teach players the things they'll need to know when they hit 40 and start endgame content?
0
Comments
Epic Stronghold
Block timing explained
Epic Stronghold
Block timing explained
Adding some sort of reminder to stick together and remember to block in a cutscene style format?
Either that...or players creating a co-ordinated video on how to successfully run a Grab Alert and Cryptic working with players to promote this video to new players...or something like that...but that sounds like a lot of work...possibly?
(Alternatively have a Defender voice over during the introduction of the boss which reminds players to block their charged attacks.)
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
__________________________
Played "Neverwinter Online" from 2014 - 2016
Still playing "Champions Online" on Linux Kubuntu 14.04 OS
Baron Cimiterriere has his reflective block, which is very nasty if not blocked. The other bosses have to have stuff like this, too. All of them. For example, when Psimon transforms into the psychic juggernaut form, why not give him a massive mental blast that does 90% health damage, but only 10% if blocked.
Grabs don't have a respawn penalty, a timer, or a lockout. This would be a great way for players to see that block is useful and sometimes needed.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
This is the best way, although those attacks should be highly visible. I personally learned the importance from proper blocking from Jack Fool, but any lessons from him are only taught to the person he's actively attacking.
Epic Stronghold
Block timing explained
-=-=-=-=-=-=-=-
My characters
Put block in the tutorial, when it barely matters, when folks are often skipping the tutorial, doesn't seem enough.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
-=-=-=-=-=-=-=-
My characters
As for skipping the tutorial: I'm not sure if you can skip it on your first character. If you can, then that should be fixed.
*The Kevin Poe fight at the end of the first questline in Westside does try to teach blocking, but seems insufficient. First, it's done mid-combat, and players may not be reading all the text, and second, it doesn't really explain what blocking does.
And blocking depends on the build — some builds reward blocking far less than others (examples: Glass Cannon builds like mine). A threat wipe and escape, or a power to self-resuscitate is a better option sometimes (or in the case of Supernatural Beast, Regeneration / Incredi-Heal which is an Active Defense, instead of a block).
Epic Stronghold
Block timing explained
In the text you're supposed to read when you first meet up with Defender before facing Black Talon, in big red letters at the bottom it tells you to be ready to block. Then comes the blocking thing they always told you, that's kind of useless because if you stop to read it, you won't be blocking and Black Talon will shoot you across the room.
So they TRIED to make it more obvious, but it's still not as clear as having the old blocking tutorial.
Actually, all characters receive a free block power upon creation. It's just that the block replace power is a much better version. So you can still block at lower levels and mitigate incoming damage. In general though, its so much more than just not blocking. Its' the Zerg mentality encouraged for 90% of the game. Not too mention bad builds and terrible gearing. All of those issues that don't really matter until you reach end-game. Then it's a terrible surprise for the player.
Even if it was skippable, a simple review of the power tray or powers list window will show the vanilla block and its straightfoward "you're a doofus if you don't get what this does" description balloon. On some basic level, a new player is expected to have some grasp on what powers do, and vanilla block is a default skill / power. The game's power and combat system as a whole isn't that complicated to figure out as long as the new player puts some minimal effort into learning things.
Addressing the main topic subject; I'd say that the game is a continuing learning experience from start to level 40. I've played legacy mission content before alerts was even a thing and I don't find any real discernable difference in how either content type teaches players the ropes. Like mission content, grab alerts can help players learn to be proficient in handling mobs. Before they hit 40, rampages give them all the opportunities to learn how to tackle more difficult fights. When they reach end game like cosmics, it's just advanced learning required when they already have the foundation and experience that's important (if they bother to learn cosmics anyway).
-=-=-=-=-=-=-=-
My characters
Epic Stronghold
Block timing explained
When a player goes through the legacy mission content, be it solo or with a friend, they learn the mechanics out of necessity. It was a good system. Alerts completely lack that sort of necessity... you get grouped with random players of any level and skill, sometimes you get inexperienced groups and things go poorly, sometimes you get experienced groups and things go well, other times you get high level veterans and things are a complete cakewalk. The learning experience is completely gone.
Sure, there will be times in grab alerts when new players will be paired with more experienced player(s) with level 40s to soak up all the aggro and do the main work, with new players not needing to block, but that's not every time. There will be times when new players will find themselves getting all the aggro and learning how to deal with those situations; more or less along the lines of what happens when a solo player draws all the aggro from mobs.
That being said, I don't think grabs alone is enough for players to learn things more thoroughly. Content like the APs that can be solo'ed are good opportunities, and considering that they also give questionite and recognition rewards, I'd expect new players to be at least trying them out a few times and not just restricting themselves to alerts.
Sure situations may arise that in theory should help teach new players mechanics in alerts... but the unfortunate truth is that since it is queable content with random groups, people are more inclined to abandon and find a new group than to take the opportunity to learn and improve. Alerts are often called "Easy mode" or "the XP gravy train" and those names arn't just arbitrary or jokes, they are actually seen as those... people are not inclined to learn anything when they know they can just leave and come back with another group that will just faceroll everything.
Not every alert PUG is going to be ideally structured for facerolls. If a new player in the PUG for some reason find themselves drawing aggro often enough that blocking is the one thing that can keep them on their feet longer, then its just another condition where they learn the usefulness of blocking, in addition to having to block in all those supervillain fights you mentioned up there. On the flip-side I've come across plenty of players in the lower level range in grabs who've figured out blocking, and it shows during the alert, without seeing any questions on how to do it.
Every player upon making their first toon already sees their power tray on their HUD the moment they start playing the game, tutorial or not. At the start the game gives all the opportunities for a new player to figure out what that power tray is for and what the powers in that tray do, including block right there at the bottom left slot. If they don't want to be thorough in grasping what they can about these details when they start playing the game then it can't be helped, and I'm sure there are more than enough new players past and present who have been attentive enough to these details.
Sure, it's in the tutorial, which you only have to do once, but you can really just just take the damage and move on. There is no serious attempt at a blocking-is-mandatory-sometimes message. You can not block and run past, you can take the damage and shrug it off, or just click respawn repeatedly.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
I mean, zerg all you want, but eventually you're going to have to learn how and when to block when it's important to. Even before new players qualify level-wise to start doing alerts, they have to go through westside and Kevin Poe. Opportunities for learnign to block start even then.
Assuming that, despite facing enough situations where blocking is obviously important and that player stubbornly refuses to block ever, then that's something fundamentally wrong with the player and nothing to do with the game not doing enough to teach players to block.
Is this the part with the exploding Qularr seeds? IIRC I used them for target practice. DPS of dead = 0.
-=-=-=-=-=-=-=-
My characters
-=-=-=-=-=-=-=-
My characters
Nepht and Dr Deflecto on primus
They all thought I was out of the game....But I'm holding all the lockboxes now..
I'll......FOAM FINGER YOUR BACK!
Baron C and Jack Fool have attacks that really need to be blocked by most players. Valerian Scarlett can occasionally be quite dangerous, too. That is good, in my opinion--just add some similar, nasty attacks to the other Alert bosses.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
I like the idea of adding stuff you have to block/move out of or get thumped.
My super cool CC build and how to use it.
Epic Stronghold
Block timing explained
Is it blocking, is it being in proper role depending on what you intend to focus on for the encounter? Is it about how to properly perform their dps role? Knowing how to move away from ground focused AOE? How to properly read the different types of enemy attack tells? How to tank properly?, etc, etc?
The thing is... a lot of these people (and they are experienced and prominent players) aren't being mean. They're just taking the path of least resistance. If you're a lowbie in an Alert and you get isolated, they would tell you that the quickest thing to do is just to die and respawn. Don't bother with blocking, healing devices, trying to work your way out of it. Just die, respawn and follow. It's quicker. And in Alerts, to many players, speed of completion is everything.
The problem with this is that Alerts also function as people's first taste of team mechanics. Blocking - so often completely pointless in solo content, the last thing you do before you die - actually does have a worth here, because your team can defeat the enemies, or heal you. Thinking about things like aggro, who'll you'll provoke if you fire that AoE, where's cover, who's the tank, the healer, the DPS..... all have to be learned and sorted quick smart. Which people do, assuming they're given the chance. Some of the best game moments I've had were in things like pre-nerf Ao-Qephoth, where you could actually explain to low level players what they had to do before it killed them. Always nice to see lightbulbs going on above players' heads. You get nothing from trailing behind a level 40 zerging everything.
Alert bosses should definitely be given a pass and hopefully they'd all get a genuinely dangerous ability (an AoE or two would be nice, to keep the DPS characters on their toes) - fairly telegraphed, of course, to reflect the difficulty level.
As for above with Blocking, giving the bosses Jack Fool leveled damage levels (And up even) would make Blocking more relevant and encourage teamwork (Yay Support/Tanking) then self absorbed rushing.
I take this quote from a review that I agree with.
"customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
Perhaps giving ALL BOSSES the Battle Wireframe Tech
Battle Wireframes will encourage players to move to avoid AoEs and devastating attacks and BLOCK!
I still believe that Wireframes are the BEST thing that happened ingame, they encourage you to PAY ATTENTION to your enviroment and not just blinding "Press 1 Key to win" ill mentality I have been doing this a lot in Grabs alert when I play with my level DPS characters
not for selfish and bragging rights but for following the strategy of "Divide and Conquer"
also because I cannot stand the idiots who keep spamming knocks, scattering the mob groups and ruining AoEs, Melee and Melee AoES
I take this quote from a review that I agree with.
"customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
Honestly, if you want to teach teamwork, start by making it so people can't abandon the team at any point with controlled area access. It sounds to me like their should be more tutorials about this kind of thing before you get to these bigger events. (though I feel the game is generally lacking in tutorials. I am surprised at how many things you have to figure out on your own with research on various forums - because the wiki is very lacking as well)