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Suggestion: Better training missions.
Posted: Thu Jul 27, 2023 4:59 pm
by MrMaverick
I would like to see a better training mission not only clearing houses.
Maybe a posibility a training mission where AI can be set in but with an easier skill.
Maybe its possible to ad a set of houses what must been cleared out not only 1 small house with wooden targets. Maybe a mission how to use grenades or the grenade gun would be nice.
Also it would be nice to have a tutorial training mission for the new players.
Re: Suggestion: Better training missions.
Posted: Fri Jul 28, 2023 7:22 am
by AmperCamper
Thanks for this.
There are improvements we'd like to make to our onboarding going forward, and I'll add your additions to the list.
Re: Suggestion: Better training missions.
Posted: Fri Jul 28, 2023 9:46 am
by MrMaverick
thanks for the reply that would be really nice.
Re: Suggestion: Better training missions.
Posted: Mon Jul 31, 2023 10:03 am
by scubasteve04
AmperCamper wrote: Fri Jul 28, 2023 7:22 am
Thanks for this.
There are improvements we'd like to make to our onboarding going forward, and I'll add your additions to the list.
I was going to create a new thread but this fits in here. I want to reiterate the need for a proper room clearing tutorial. You guys have created the perfect CQB simulator yet 99.9% of the video gaming community has no idea how to conduct real cqb.
The crux of the problem is the individual nature of fps gaming. There are 3 critical errors that players are making that make sense in traditional fps but are counterintuitive of real CQB:
1- When breaching a door and encountering hostiles, players will freeze at the door to immediately engage enemies, and at worst they will start backing up to protect themselves. This is the opposite to real room clearing where each member of the fireteam needs to push through the door and move to a corner of the room.
2- To counter the first problem of players blocking doors, players will start attacking adjecent rooms. Now you have multiple players attacking multiple rooms, and when they start comverging this is where the friendly fire happens.
3- 360 security. Many players, even when grouped up, will be facing forward. If lead starts engaging targets, people behind him will start engaging the same targets and your sides and rear are not being watched. People dont really understand the importance of having your own arcs of responsibility.
The game needs to walk players through some of these basic concepts before they move to multiplayer. At the absolute very least I would take a loading screen picture telling you not to stand in doorways and push through under fire.
Re: Suggestion: Better training missions.
Posted: Tue Aug 01, 2023 6:50 am
by AmperCamper
scubasteve04 wrote: Mon Jul 31, 2023 10:03 am
I was going to create a new thread but this fits in here. I want to reiterate the need for a proper room clearing tutorial. You guys have created the perfect CQB simulator yet 99.9% of the video gaming community has no idea how to conduct real cqb.
The game needs to walk players through some of these basic concepts before they move to multiplayer. At the absolute very least I would take a loading screen picture telling you not to stand in doorways and push through under fire.
Steve, this is a great suggestion for us. Thank you for sharing your thoughts, and I'll be sure to get this to the team.