I observed this in the thread about http://www.unknownworlds.com/forums/index....howtopic=103981" target="_blank">how to balance skill on a server</a>. Given the following quote, my own observations of issues with newbies and experienced players, and many other factors I think it is clear this is a problem with need to be addressed.
First let me give my response to this quote, then I will move on to just one part of the solution which I feel could be implemented in NS2.
I think there's a disconnect in communication here - when you talk about skill, you seem to be focusing primarily upon purely mechanical point-and-click skill, separated from game knowledge, situational awareness, etc. When I refer to "skill", I mean an all-encompassing measurement of the overall quality of a player (and I suspect Radix and tjo do as well).
...and x5 too. (I agree with your definition pertaining to skill being un-quantifiable) But on the other hand, as another already said here achievements could be used as part of a "tutorial" to help new people learn or notice things some of the things you can do.
READ THIS:
I strongly feel however that kills, damage dealt, deaths, and time played are stupid benchmarks or achievements to use. Why? Because they have no relation to how challenging the games played were, how well the user used teamwork, how well the user followed the team's strategy or commanded that strategy to specific tactics, or even how much the user is learning the game.
Part-of-the-Solution Idea Summary:
It could be argued that this problem can’t be solved completely, but there are ways to address it.
This idea is to propose using achievements to help at least point new players in the right directions of learning the game and promoting teamwork. It is also being suggested that this idea be used as a means to use that % of completed achievements as a variable to allow users entry to “level appropriate” servers with applicable reason and fairness (i.e.: a server variable / cvar, at the discretion of the server admin(s)).
Here's a far better list of possible achievements:
- ACHIEVEMENT: Time Welded
MEASURED IN: total seconds welding a target to goal
BEHAVIOR ENCOURAGED: welding teammates' armor on marines - ACHIEVEMENT: Damage Healed (healspray)
MEASURED IN: total number hit points restored to goal
BEHAVIOR ENCOURAGED: healing teammates as a gorge on aliens - ACHIEVEMENT: Kill Assists
MEASURED IN: total number kill assists (non-automated defenses, allied teammate user ONLY) to goal
BEHAVIOR ENCOURAGED: covering fire for your teammates, raising the user's situational awareness in combat - ACHIEVEMENT: Hives Built
MEASURED IN: total number of hives dropped and grown to completion to goal
BEHAVIOR ENCOURAGED: spending resources on making vital structures for the aliens as opposed to...
(you all know the drill: hoard res, waste it on dying as a higher life form vs. tech-ed up marines, wait to get sieged FTL) - ACHIEVEMENT: RTs Built
MEASURED IN: total seconds of RT building time (whether assisted or not in building of structure)
BEHAVIOR ENCOURAGED: Secondary objective of building resources (unfortunately there is no way to measure defending that RT that I can think of) - ACHIEVEMENT: Skulk-Missile
MEASURED IN: number of multi-kills to goal with one hit of the weapon "divine wind" (xenocide) to goal IN CLASSIC MODE ONLY (assuming Combat exists)
BEHAVIOR ENCOURAGED: Getting three hives up, Getting the resources and map control for three hives, breaking down marine turtles, and benefits for players who were gorges for most of the game and now have low resources
(Radix are you listening? Please?
Of course even better skills like returning to a hive under siege, bile bombing a critical marine position, a lerk using gas to suppress light armor marines, phasing through the phase gate to rush the alien hive as marine, light armor marines sacrificing themselves to keep things welded and the heavy armor marines safe, following the commanders orders (or ejecting an insane commander intentionally trying to sabotage the game), giving your buddy cover fire, staying with your buddy, etc. are sadly NOT capable of being measured quantitatively.
Thus, I can ONLY see this as be used as introductory aides specifically to help new players and anything else is just unhelpful. (i.e.: an example of a f-ing BAD achievement in ol' NS terms would be how many knife kills which results in the behavior of idiots trying to see if they can get that one extra knife kill in instead of doing something critical) In the context of helping new players learn, I feel it has a hundredfold the potential that Combat ever did in promoting learning.
IT MUST BE IMPLEMENTED WISELY!
Reasoning/Why:
Simple, the goal is to encourage behaviors that were described above while helping point new users in the right direction. The second part is that this allow for a percentage of completed achievements to be used as a server variable.
Hence, my reactions to these quotes:
I'm sure they're focusing on that because I said that K:D should be the acid test of a good player, which I think it should.
No sir, I disagree. There are better ways, just use my example above. Use % of achievements completed as your server-client variable to use in the conditional.
Underwhelmed, my thesis was (and is) that the objective with matchmaking is to eliminate the frustration of stacking prohibitively good and prohibitively bad players against one another, so it's not that I'm really trying to quantify all of the player's "skills" such as situational awareness and general knowledge with K:D ratio, but rather it's a proposed attempt to negate the first-person rage factor of getting killed over and over.
I agree with you; this is a concern to be addressed in NS2.
New players aren't smart enough to realize that they don't understand the game (unless it has no real tactics to speak of, in which case it's a moot point), so that element of play shouldn't bother them very much - but they are smart enough to realize "OH F*** I JUST DIED THIS GAME IS BAD."
Hey now! That's stereotyping newbies. I think the better way to say what you meant is:
"I [Radix] think that new players will all have different level of tolerance for trying to learn a challenge, but I [Radix] feel that NS2 may be too hard for the average tolerance for newbies to learn like NS was"
Ah that's better, aye?
I'm not trying to actually balance every element of the game with matchmaking, just to filter players into games where they'll enjoy themselves until they can get over the hurdle of learning the game enough to progress to higher levels of play.
My overarching objective with the proposal is fun. Others are free to suggest systems that are optimized to any number of different ends, but I still hold that matchmaking with twitch skill as the acid test is the best overall option.
My overarching objective with the proposal is fun. Others are free to suggest systems that are optimized to any number of different ends, but I still hold that matchmaking with twitch skill as the acid test is the best overall option.
We share the same goal but I reject your "acid-test" of K&D as being absurd and in practice extremely damaging to the community in the long run as FPS stat-junkies take over.
[...] Everyone was learning, nobody was elitist. If you screwed up as commander nobody noticed or cared as much .... it was the best time to learn the game.
After a few months the skill gaps grew apart, soon noobs would get flamed for making the smallest of mistakes, it just got silly, and ultimately drove all the newer players away from NS as well as their friends. All that was left was the bitter old timers and our little community here in NZ crumbled as more and more ppl left.
If you want a larger community ( = more servers
) you need a "friendly" sandbox for the noobs to learn.
I Like crispy's idea a lot, it kinda encourages new players to at least try out all the classes, be a commander, learn the basics of the game, before entering the "not so friendly" snakepit.
Who knows, noobs might actually enjoy the game then, which will make them want to learn more.
After a few months the skill gaps grew apart, soon noobs would get flamed for making the smallest of mistakes, it just got silly, and ultimately drove all the newer players away from NS as well as their friends. All that was left was the bitter old timers and our little community here in NZ crumbled as more and more ppl left.
If you want a larger community ( = more servers
I Like crispy's idea a lot, it kinda encourages new players to at least try out all the classes, be a commander, learn the basics of the game, before entering the "not so friendly" snakepit.
Who knows, noobs might actually enjoy the game then, which will make them want to learn more.
Right now the trainer servers are the only means of semi-education for new players to learn to play the game. Ego of not being able to jump right in, shunning at learning to play vs. bots, the drastic difference between playing with a bot and a thinking (usually) team of user players, or even just being ignorant of the difficultly going in are some factors that could be hindering newbies with low tolerance for learning to adapt to a challenge in trying the game once, then leaving.
It also tends to be that some of your larger servers are either full NS servers or nearly-full combat servers. Studies show time and time again (sources from XBox Live and EA's Battlefield2 & 2142) show that new players especially will gravitate towards trying larger servers first. Maybe this is because they want to "hide among the herd" where they feel they won't do as much damage to the team if they suck; who knows? What is happening from what I observe in NS for the past 2 years is that people jump into a Combat server that is large and populated and get owned. The hard core FPS Deathmatch junkies do alright on marines and learn to like it, try classic and get frustrated with the concepts of teamwork, patience, strategy, resources needed for upgrades, building structures, and many more of a myriad of things that are CRITICAL to playing the game. If you add the elitism factor and rudeness towards newbies it is no wonder why many new players give up.
Achievements could help, so could to improve the attitude and etiquette of the community towards new players. But as we all should be competent enough to realize is that the community develops AROUND the game. In other words, if our game is just about the individual's scores and one-upmanship then don't be surprised if your percentage of rude jerks goes up. If the game not only encourages teamwork and selflessness, but REQUIRES it; then I'd bet money you'd see people in the community who are passionate about having fun as a team (and are more apt to give back to the community too, i.e. the so called "prosumers")
Make sense? Are you still reading for comprehension and not skimming this? Then let’s wrap this up.
Pro's:
- Achievements such as the examples listed could be used to help “point” new players to NS2 in the right direction
- Achievements such as the examples listed could be used to help reinforce positive, selfless teamplay-oriented behaviors (which by the way, isn’t that part of “bringing the world together through play”? Hmm?)
- Could be used as a % of completed achievements as a required-to-access-server variable that would empower server administrators to make “user level” appropriate public games more balanced
- Presents a degree of risk in that it is a departure to what we (current community) are used to an will have few people whine about it until they get used to it
- Could be poorly implemented in what the achievements are -- with benchmarks like a certain number of kills, certain lack of deaths per game, certain quantity of resources spent on life-forms or structures, a certain amount of time played, a certain number of damage dealt, and many others that would only encourage solo-ing and draw people who are only interested in their virtual stats
- Could be poorly implemented in how the % of completed achievements is used for server-entry – in that it could be abused to segregate the community or trade one kind of elitism for another
Thanks,
x5
