Making INF more newbie-friendly...

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[121st]Kettch

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Dec 6, 2003
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This has been posted by Anonymous at another Thread:
The biggest problem there is that INF is not newbie friendly. Simply that.
Now after playing inf for some years I don't know where the problem is, but if I watch someone new playing it ...
I showed INF my older brother and there were so many things which I forgot to tell him because they are normal for me. And if you know all the weapon-modes, the moving ... you still don't know the maps and don't tell me there is a compass, a compass helps much against possible ambush-positions ...

The only way he played it a bit was TDM and less DTAS. These are the userfriendliest modes (btw. I want Kosovo in DTAS ). If someone doesn't have anybody he won't stick long to inf (my brother doesn't play it now, but maybe I'll get him ), only a few will.

So we can't hope for new inf players. Only few came and even less will come.
I think the main point is right, Infiltration has just too many features to be mastered within half an hour. Unfortunately the major part of FPS-players is not interested in reading manuals, practicing weapon handling and studying map locations. They want to join and play right after installing the game.

To make this clear: I DO NOT want Infiltration to be different than it is now! But we have to face the fact that Infiltration (and especially EAS) is an infantry-simulation rather than a first person shooter. Anyway it's quite unknown beyond the FPS-communities.
So my point is this: I think that Infiltration needs to be introduced to the various simulation pages rather than the gaming sites. If there are players out there who are interested in tactical, realistic teamplay, we will find them amongst the Simmers. Most of them don't pay attention to sites as planetunreal.com, counter-strike.net, etc. But it's these players who will stick to INF.
So how about promoting INF throught simulation sites? http://www.simhq.com would be a good place to start with. http://www.thecombatzone.net could be another.

What do you think?
 

geogob

Koohii o nomimasu ka?
You know what could be VERY neat... an interactive tutorial, something similar to the tutorial we see in many games (including UT). Beside the training map button, you could have a tutorial button.

On the training map you'd be guided by a lovely voice around various aspects of the game. You could even have multiple tutorial covering these topic:

- Movement (running, jog, stemina, aim and movement, etc.)
- Aiming
- Weapon usage (reload, mode, attachements)
- Sniper school
- Guide and comment firering range
- Grenade usage
- 40 mm grenade usage
- SMG usage
- etc.

The map is there, the weapon is there... with a bit of coding and a lovely voice actress, it could a possible thing to do. A new player going through this would "operational" much quicker, recieving all hits and tips we got in many months in about 15 minutes or so.
 

Crowze

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Feb 6, 2002
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That's a good idea, although I think your feature list is a bit overkill - I'd probably miss out the sniper school and other more specialised things, or have them in separate tutorials. It shouldn't be too hard code-wise, the main thing being to find the actual key bindings. I'd definitely be willing to help out, if there's a mapper/designer/etc. also interested in this.
 

AlmostAlive

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Jun 12, 2001
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I sort of agree with Crowze. Not only is it overkill, but it's also a helluva lot of work. It's not something that's slapped together in a few hours. However, if someone's willing to commit to it, go right ahead. I'd love to see it, I just think it's a bit too much :)
 

geogob

Koohii o nomimasu ka?
No no no! I don't say we cover ALL those topic extensively... some could be easily covered in group... like sniping/shooting/aiming/weapon usage could be in a single tutorial... it's just ideas of what could be covered by such a tutorial. Covering all that extensively would indeed be overkill and a lot of work.

I'd but in a training course tutorial with voices from Full metal jacket lol
 

[121st]Kettch

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Dec 6, 2003
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I really like geogob's idea... :)
We could start with the very basics: Movement, Aiming, maybe basic weapon usage (such as reloading, no NO KIDDING) in one tutorial.
Then add several little tutorials which deal with the more specialized features: Fire modes, attachments, acog/scope, 40mm, handgrenades....
This would cut it down to little pieces which can be handled more easily.

I just made a little DEMO file on Trainingground. It takes less than 5 minutes to make all the moves. If you want to take a look at it, download the attachment below and rename it to ".dem" Then launch your Infiltration, open the console and type "demoplay tutorial_1"

All we would need now is a graphical menu to launch the demo files, and some help with coding, especially in order to add the tutor's voice to the DEMO.
This shouldn't be so much work, aye? :)

Edit:
Err... well.... I just took a complete review of that demo. There are still some issues. One is that you can't see leaning in FIRST person view, though you do see it at THIRD person view. And i remember a problem from 2.86 where jogging / running wasn't showed properly until the viewer pressed the right keys on his own keyboard. I don't have the time right now to test that, but this would mean somewhat more coding: At least we would need some codes to change the viewing-perspective WITHIN the demo....
@Coders out there: Are such things possible?
 

Attachments

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[121st]Kettch

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Dec 6, 2003
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So if i understand you correct, Crowze, you're talking about a scripted bootcamp?
Something like in Hitman, Ghost Recon, etc?
This would mean significantly more work, there you're right. We would need a new map with lots of triggers and movers. In order to make it RIGHT, we would also need some coding. Then we could add text messages to the HUD, like: "Hit your Weapon Mode Key ("A") to switch to semi fire!" with A being the key which the user actually bound to Weapon Mode. Such things can be extracted from the USERINIs.

Anyway this would be something out of my abilities. I am quite a good mapper, but my hardware causes some very strange issues with the Unreal Editor. I can't manage to build the most primitive geometries without getting serious BSP - errors which even REMAIN in EMPTY maps... So i could only provide support with planning the structure of such a bootcamp.
 

yurch

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May 21, 2001
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No ammount of user tutorials or demos is going to help the fact that getting online for the first time is far too intimidating. AA has a ton of training missions required to even play online, but it still didn't make me any less miserable when I got to sit out for 90% of every round watching the same two people snipe at the same two spots.
It quickly becomes a mixture of frustration and boredom. Inf is no better, and in some cases, far worse to starting players. It's not a game you can pick up if you aren't dedicated to the idea already.
 

UN17

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Dec 7, 2003
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My friend quit INF because you people were owning him. To make INF Newbie friendly, I think people have to stop playing so well and begin to aim like Bond Villan hirelings instead of special forces shock troopers.
 

sir_edmond

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or we could set up an online training facility, that could be on 18 hours a day or something. and people could pop in time to time, and teach each other. :rolleyes:

and to add to the single player bootcamp. you could start with a hummvee shot driving into the place :D . as for training: we need a written portion :lol: of the boot camp, consisting of waepon identification and how to do certain things. Then live fire weapons training could have something like the training missions from RvS, but would reqiure you to hit a certain number of targets. ;)
 
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Cleeus[JgKdo]

because respawns suck
Jun 8, 2002
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UN17 said:
My friend quit INF because you people were owning him. To make INF Newbie friendly, I think people have to stop playing so well and begin to aim like Bond Villan hirelings instead of special forces shock troopers.
Often newbies leave when you knive them ;) :(
 

shan

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Jan 29, 2000
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I agree that INF needs much better online docs and training...not so much in the game, but tactical info, maps of every EAS map along wiht goal data, etc.

I have another idea too.

I am just talking out of my ass here but hear me out. I am of course talking about the next INF. What about some kind of handicap system for new players on certain servers. Say a few of us set up newbie friendly servers and on these servers only, new players (I am assuming player stats can be tracked by built in stat tracking) get handicaps, such as refreshing life, more stamina, etc.

New players would be reccomended to start there. Hopefully enough regular community members, in combination with bots, would be there enough to get the newbies started. Eventually, their handicaps would go away and they could move to the regular servers or stay on the newbie friendly servers, whatever.

Like I said, I am talking outta my ass, but its a thought.

Shan
 
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zeep

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I've been thinking about infiltration gameplay lately. Basically ever since i read Yurchs rant on SS. You can play tactical and teambased but at some point its just point-click. And whoever has the lowest ping or reacts faster will have a good chance of surviving that confrontation. So maybe yea Shan, for the next inf i can think along the same lines. Or talk out of my ass too.
 

=D.C.L.I=Snipez

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Mar 7, 2004
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Well, I've only been playing for a while and I must say dtas took me a little while to learn the concept. TDM is real easy (but I got a crap connection) to learn but too many 40 mms going from one end of a 20-meter area to the other. The most dauting thing for me was all the maps I had to figure out and the tricks too each of them (I can proudly say I'll never be able to play eas until I get an external modem or broadband) and of course how to figure out the HK69.
 
Apr 2, 2001
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Any news on the tutorial project? I think its a brilliant (although adjacent) idea. But it should come rather quickly to bring some relief on the lag of players issue.

How about a simple demorec to start with. Add audio comments and screen text (stuff like default key) and convert everything into a video. Maybe a screencapture of someone creating a loadout etc. could be included as well. This could be a teaser (for those who a scared by a 500+ meg download) and a first step tutorial at the same time. Unfortunately I wouldn't be able to provide more than a demorec and audio comments with german accent :)