Hey folks, its that one guy who cryoposted 3 months ago, reincarnated as a maintainer.
I’m looking to get some general community feedback on the tutorial system in game, and open the floor for suggestions to improve/expand the code in the future.
What do you think about our current tutorials?
Do we have enough? Are they helpful?
What could be done to improve the tutorials?
Do you have an idea for future tutorials we could add?
Do you think I should nerf HM players again?
Is there anything missing from our tutorial gamemodes that you’d like to see added?
Bonus points for naming your favourite CO in your answer
They cool, but SEA is always the prime way of learning. The intuitive stuff is always great, for example when examining a device it tells you how to fix it.
Corpsman and Req Line are fun to play + generally useful
Everytime I’ve talked to a newer player about them it’s “Oh, there’s tutorials?” or “I didn’t try them”, do with that as you will.
I think Req Tutorial should encompass Req itself, the launch pad system isn’t intuitive nor is ASRS controls.
Something as simple as a walkthrough on what the launch pads are, how to use them, how to call ASRS up/down
What came to mind: APC Repair tutorial, you get a walk through then you just get random APCs to fix probably the biggest thing I see people not knowing
What I’m writing to fill out my response: Doctor Tutorial How to fix bones + larvae I guess?
Maybe out of the realm of this discussion (and frankly ive only been a new player once, maybe this already happens I dunno), we should make a prompt pointing out it exists, or if we want to take that road, force new players to play at least the ss13 tutorial.
Its frequent enough that we still see players who don’t know the ss13 classic controls, and can only bumble around with WASD.
Also probably should allow joining tutorials when the rounds setting up or if thats not possible then have a button still on the main menu that just screams at you to wait for roundstart if you click it.
I would generally only want an APC repair tutorial, it’s something you can do 100 hours of CT without ever being put on Comms.
You get put in a 5x5 room with a metal vendor, APC board vendor, battery vendor
You get a wall with various states of APC damage and get walked through / hints on how to repair it. Maybe you get walked through first like Req Line tutorial.
If you really want a cade builder tutorial, “barricade this hallway without impeding flow of marines or without X seconds of Xenos attacking without reaching the end point”.
You barricade a hallway, say you’re ready, then 2-10 Marines try to reach the end flag in a time limit. Then X Xenos attempt to break through to the end flag in a time limit, they either break through or get shot dead by the CT (maybe the Marines from before?) without reaching the end point.
I think semi IC tutorials are the way to go over empty box. Perhaps also some sort of direct sign posting / mandatory tutorial because most skip the tutorials currently.
I don’t think there’s anything wrong with a tutorial covering “everything“ in the basic day to day of a role because spoiler alert- things are rarely routine in the Almayer.
Im reminded of the quote
“How many drops is this for you, Lieutenant?"
“thirty eight. Simulated.“
Whatever is taught in a tutorial setting just sets the baseline level of competence everyone coming into that role will have. Real experience and skills are built over rounds.
I think an engineering tutorial- setting being the training of a newly promoted CT - should cover apc repairs, basic repairs of a comms tower, and basic cading. If need be an advanced tutorial can cover the other stuff like building computers.
I think we need a “basic leadership course” that effectively teaches Jtac and the order abilities. Setting being a newly promoted sergeant.
A cic tutorial is iffy because cic is so fluid any tutorial will leave you under prepared. But perhaps a very basic “senior leadership course “ that just walks you through the OW console.
The current tutorial is almost too basic. It teaches you controls and almost nothing more. A rifleman tutorial (boot camp) might be a good addition. The normal SEA routine. How to throw a nade, use an under barrel mod, ect.
I think an SEA will always be the gold standard for education in CM. Theres no tutorial that will ever actually cover everything a player will use. I do think good basic tutorials will atleast give players new to a role the ability to play that role at 0hrs with atleast very basic competency.
Thinking of it more, some systems that aren’t necessarily easy to be taught with a SEA and could fit a tutorial really well, yes repeating some already said
JTAC (thats spotting, getting co ords, and how to use the mortar)
Chemline
Surgery
Intel explainer
decryption machine (ping and pong)
Engineering basics (comms, APC, SMES (and how to repair them for that cheeky one on shivas) cades and upgrading, wall removal (with tools))
Queen ability explainer (could tie this to being able to roll for queen like how abom is)
I suggested this the other day. I think if the client detects it’s your very first time joining/0 hours, there should be a large popup (maybe a lesser drone with a speech bubble like Clippy) saying ‘HEY! We have a TUTORIAL you really should try first!’ and maybe an arrow/highlight on the tutorial button. Not forced mandatory but especially new players, making it dummyproof.
Thinking of the most common mhelps we get: I think CAS is a decently common one (probably hard to tutorialize), APC stuff (if it can work), also research/OT but also probably hard to implement in a tutorial. Maybe basic stuff like beaker/chemical stuff. For xenos only nesting/hauling is regularly mhelped but that is already covered.
The Biggest thing the current tutorial’s need right now is the popups should also post the text in the text box because someone might find the text too fast to read.
The current req tutorial is fine but the marines that generate ask for the most weirdest shit in the weirdest ways I never seen in 1000+ hours of manning req.
There should be a paper or something of common shorthand terms. Req tutorial should also have a go button like the medical tutorial has.
Other side thoughts:
Many people been asking for a ghost zone type area to try out weapons and things, but admins/devs have constantly said no to it (This would improve player retention between rounds IMHO) but if not at least add a tutorial for specs to try out each kit.
Something to try out different xeno strains. We need things like this
(Also I just realized I accidentally replied to Anuv for no reason, sorry about that)
Fun fact, APCs actually tell you what step of building they are on when you examine them! The problem is not all the prompts are clearly stated.
From memory - “APC has no electronics or wires!” makes sense, mentions parts to click - “APC looks completely destroyed!” Doesn’t tell new players to weld the frame off or to just slap a new frame overtop.
A touch of polish here would be more than enough for me to OOC walk new CTs through the process.
Shocked noone has mentioned a GP tutorial yet! A role with major FF potential that is timelocked and only given to one player a round.
I know a lot of people get surprised when you can’t offset Directs, and even as a spotter seeing in game what the UI looks like, different payload effects, and what the GP sees shooting under roofs are things wikis and guides can’t teach well.
Also, shoutout to my first go on the Req tutorial when I was asked for an Electric Ball Buster. Thankfully after waiting a bit the marine started screaming about G2 Grenades, but definitely an odd request from a tutorial.