MMORPG Preview World of Warplanes
hobbstrosity
12 Jul 2012
Pilots, check out the first impressions of World of Warplanes from MMORPG.
Be sure you let us know what you think might be a good idea to include in the tutorial.
Edited by hobbstrosity, 12 July 2012 - 08:11 PM.
Be sure you let us know what you think might be a good idea to include in the tutorial.
Edited by hobbstrosity, 12 July 2012 - 08:11 PM.
sinfulxrage
12 Jul 2012
I think the "Vs bot" game type is a great idea. I think the game should ask you if you would like to view the tutorial as you log in for the first time. With WoT, I found the tutorial much later after I had learned to play. I would also like to see the tutorial explain xp and credits and how they; calculated and the best way to go about getting the max of each. Or, even better, after each kill have the amount of xp and credits you got for that kill pop up at the bottom of your screen.
jackal40
12 Jul 2012
Quote
Gold, the game’s cash purchased currency, will be used strictly for purchases that do not affect gameplay.
Really? This is a change from the WoT gameplay as Gold items directly affects gameplay, i.e. Gold Rounds.
Colin_S
12 Jul 2012
I think i'd have to break the NDA to even say what my first impressions were 
Tutorial should include take off and landing for sure
Tutorial should include take off and landing for sure
jackal40
12 Jul 2012
Colin_S
12 Jul 2012
I was about to make a post with my first impressions in it but realised the first person to respond isn't in beta. Close one lol
CrashTailspin
12 Jul 2012
@hobbstrocity - you're asking for an NDA breech. I'm more than willing to post my thoughts on tutorial modes....just not here.
hobbstrosity
12 Jul 2012
CrashTailspin, on 12 July 2012 - 09:11 PM, said:
@hobbstrocity - you're asking for an NDA breech. I'm more than willing to post my thoughts on tutorial modes....just not here.
Well we nixed the part about the 'first impressions'; I believe we're safe from violating the NDA if you just want to make some suggestions about what would go into making a good tutorial.
Ideas about where to start the tutorial
What topics need to be covered
incentives for completing the tutorial
give examples of other game that had outstanding tutorials
etc...
Edited by hobbstrosity, 12 July 2012 - 09:19 PM.
Colin_S
12 Jul 2012
I think the tutorial needs to include specific dogfighting skills. Its very important to not only know the characteristics of your own aircraft but your opponent's also.
What to do if you have a speed advantage but maneuverability dissadvantage over your enemy, and vice versa. How to utilize altitude to gain an advantage over your opponent. What to do if you are at a disadvantage in vertical maneuverability. Something very basic to explain the games spotting system and how you may be able to use it to your own advantage.
I know this stuff might be hard to include because it would include an AI, but I think they'd help the new players a lot.
The tutorial should touch on all the mechanics of the game, but not be too intensive. Break it up into sections if necessary.
What to do if you have a speed advantage but maneuverability dissadvantage over your enemy, and vice versa. How to utilize altitude to gain an advantage over your opponent. What to do if you are at a disadvantage in vertical maneuverability. Something very basic to explain the games spotting system and how you may be able to use it to your own advantage.
I know this stuff might be hard to include because it would include an AI, but I think they'd help the new players a lot.
The tutorial should touch on all the mechanics of the game, but not be too intensive. Break it up into sections if necessary.
Jinxed_Katajainen
12 Jul 2012
I think the tutorial should include basic dogfighting skills
Flight: Straight, bank, rudder, dive, climb
Review of well known combat maneuvers: Immelman, Split-S, etc
Shooting: Both against static targets and moving targets
Explanation on the three types of aircraft, their strengths and weaknesses.
I wouldn't say it was outstanding but Heroes in the Sky's tutorial gave a basic rundown of what is needed to play the game, it even had a (highly unrealistic) story to go with it.
Flight: Straight, bank, rudder, dive, climb
Review of well known combat maneuvers: Immelman, Split-S, etc
Shooting: Both against static targets and moving targets
Explanation on the three types of aircraft, their strengths and weaknesses.
I wouldn't say it was outstanding but Heroes in the Sky's tutorial gave a basic rundown of what is needed to play the game, it even had a (highly unrealistic) story to go with it.
pirateoneeye
12 Jul 2012
I think a training mode were the NPC planes had a little more evasive responses than to fly around in a circle would be helpfull. Maybe give the player an option of how difficult the NPC planes will be.
spittoon
13 Jul 2012
Ry4nthur
13 Jul 2012
Heh
13 Jul 2012
The bot battle, that I will use constantly to learn the maps as I will (providing I get in CBT of course :c) find most map secrets that way. Hell, maybe I could find bugs there while I'm at it. If we could increase or decrease AI intelligence and the planes they will use, I'd be happy to try.
Btw, that review made me even more sad that I'm not in beta. Excuse me while I go cry in a dark corner.
Btw, that review made me even more sad that I'm not in beta. Excuse me while I go cry in a dark corner.
CrashTailspin
14 Jul 2012
Guys, I think everyone has good, valid ideas. However, we need to get back to the roots of air combat and flight games in general - actually FLYING the airplane. Then move into tactics and gunnery skills.
I was brainstorming earlier, and this is kind of the setup that came to me (though Colin_S and Horokew are pretty close):
An example of a game with a decent tutorial would be Microsoft Combat Flight Simulator 2. I know it's old, but it not only gives textual reference as to what to do (including a simplified but useful aircraft checklist) along with auditory help from the "instructor". I distinctly remember him saying "Remember, DON'T dive for the deck".
Another one would be the Splinter Cell series. The tutorial was part of the mission, which required completion before moving on. It was also very interactive and engrossing - you LEARNED how the game worked, including movement weapons usage, and cover and concealment, all while progressing the plotline.
I understand that World of Warplanes is not designed with a plot in mind, however these items are keys for any successful tutorial.
Yes sir, I won't dive for the deck. Then again, I won't follow the LSO to the letter, either.
I was brainstorming earlier, and this is kind of the setup that came to me (though Colin_S and Horokew are pretty close):
- Basic Controls and Indications
- Pitch, Yaw, & Roll Control
- Altitude, Airspeed, & Engine Power Indications
- Effect on Aircraft Control From Changing Pitch / Power / Attitude
- Pitch, Yaw, & Roll Control
- Basic Combat Maneuvers
- Break Turn
- Loop
- Aileron Roll
- Immelmann
- Split-S
- Break Turn
- Difference in Flight Characteristics Between Aircraft Types
- Light vs. Heavy Fighters
- Heavy Fighters vs. Ground Attack Aircraft
- Light vs. Heavy Fighters
- Basic Gunnery Skills
- Attacking a Stationary Ground Target
- Introduce Ground Target Indicators
- Introduce Ordinance Release vs. Gun Firing
- Introduce Ground Target Indicators
- Attacking an Enemy in Level Flight from a 6 o'Clock Position
- Introduce Enemy Aircraft Indicators
- Attacking an Enemy in Level Flight from a 3 / 9 o'Clock Position
- Introduce Lead Compensation
- Attacking an Enemy with Altitude Advantage / Disadvantage
- Introduce Power Control to Avoid Stall / Overshoot
- Attacking a Stationary Ground Target
An example of a game with a decent tutorial would be Microsoft Combat Flight Simulator 2. I know it's old, but it not only gives textual reference as to what to do (including a simplified but useful aircraft checklist) along with auditory help from the "instructor". I distinctly remember him saying "Remember, DON'T dive for the deck".
Another one would be the Splinter Cell series. The tutorial was part of the mission, which required completion before moving on. It was also very interactive and engrossing - you LEARNED how the game worked, including movement weapons usage, and cover and concealment, all while progressing the plotline.
I understand that World of Warplanes is not designed with a plot in mind, however these items are keys for any successful tutorial.
Yes sir, I won't dive for the deck. Then again, I won't follow the LSO to the letter, either.
IcemanUZ
14 Jul 2012
Tutorials are nice but unless you force it who actually does em before the game is played. Some might but most like myself learn best by just jumping in and doing it. just my thoughts .
Heh
15 Jul 2012
IcemanUZ, on 14 July 2012 - 10:17 PM, said:
Tutorials are nice but unless you force it who actually does em before the game is played. Some might but most like myself learn best by just jumping in and doing it. just my thoughts .
Jumping in and just doing it nearly always gets you killed if you've had no previous experience nor know the basic mechanics of a game, you know that? Not getting informed is the main reason there are so many bad players everywhere. A tutorial is just a little walking stick so you won't die constantly like a headless chicken.
But hey, that's how I see it.
NaweG
15 Jul 2012
One of my favorite flying tutorials was from Crimson Skies. You were following along, but then got "interrupted" for an inpromptu dogfight. Of course they also split the tutorials up so that you didn't have one long one, but a couple smaller ones when new tactics were being introduced.
I am presuming (am not in the beta - yet) that from the conversation this is not how it currently is.
I am presuming (am not in the beta - yet) that from the conversation this is not how it currently is.


