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To DBG: Before you start the marketing push once Construction is finished, please make sure the new player experience is guiding players properly (specifics within)
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Hi, guys! I'm pretty excited for the construction system and I'm sure a lot of people will be checking it out, but once you've ironed out the kinks and you're ready to announce it to the world, there is one substantial consideration: new player experience.

If new players don't know what to do, it's highly unlikely they'll have fun, so in my opinion it's very important to have systems to guide them in place before you start drawing the new players in.


First off: Koltyr, as it is now, is rather bad for new players. There's no direction, no order, it's just a massive pile of confusion. Either allow squad leaders to provide tutelage to newbies, or ditch Koltyr entirely in favor of an old style tutorial with the latter two points added.

Secondly: There needs to be a bit more emphasis on learning how to utilize the game's IFF capabilities. Coloration, Q-spotting and the associated dorito identification, et cetera.

Thirdly, and absolutely paramount: It should be impressed as much as reasonably possible that joining or creating a squad/platoon is the best way to play Planetmans. This should be both in a basic intro dialogue (with tutorials on how to bring it up) and also possibly be brought up when a new player is getting spawn farmed (as this is a "what am I doing wrong" moment and a great place to interject a suggestion).


Thoughts? Agree or disagree? Better ideas? My main goal here is to get feedback, ideally from both devs AND players, to make sure the arrival experience to Planetmans is as accommodating as possible.

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8 years ago