I can't tell you how many hours ED sat open while I researched how to play it.
Relating my new player experience. Probably not too different than most other new players.
How do you fix that, and make it a better experience?
It's PR fluff. The hours played tanks hard with new players because they intentionally built a hard game, not friendly to the average console user.
That's what we're talking about. They want more console players.
You honestly think anything will lessen the learning curve in this game?
Ok. And?
It's PR fluff. The hours played tanks hard with new players because they intentionally built a hard game, not friendly to the average console user.
That's what we're talking about. They want more console players.
It's PR fluff. The hours played tanks hard with new players because they intentionally built a hard game, not friendly to the average console user.
That's what we're talking about. They want more console players.
And that's fine. Many people (me included) enjoy that aspect of the game, or any game where learning it is part of the enjoyment of playing it. But some people find it overwhelming and give up playing in the face of not knowing what to do. If you're making a game and want people to carry on playing it then creating useful tutorials is obviously important.
Oh totally, and Elite's tutorials could definitely use a serious buffing. I just don't understand someone getting worked up about Frontier announcing that they're going to try to improve the starter experience.
You honestly think anything will lessen the learning curve in this game?
I can't tell you how many hours ED sat open while I researched how to play it.
Artists, project managers, DBAs, build and release team, and all the managers/scrum masters, are developers too - just like "code monkeys"/programmers.100 developers? Citation please?
The quote I thought people keep referring to was a development team of 100 people, which is entirely different.
You're going to have non-coding artists, project managers, BAs, QA, an "engagement" team, community management, DBAs, build and release team, and all the mangers/scrum masters etc etc.
If it's even 50 actual code-monkeys i'd be impressed, depending on how much other staff is sucked away to other areas.
Anyway I did ask the question about their dev processes in the new "xtra" stream, so it'll be interesting if they answer that, and we may get how many actual developers they have.
The learning curve is steep, as the game is obscure presenting some information. You can as well turn the brightness down to 10% and claim you like hard games.Some players enjoy steep learning curves.
The learning curve is steep, as the game is obscure presenting some information. You can as well turn the brightness down to 10% and claim you like hard games.
The learning curve is steep, as the game is obscure presenting some information. You can as well turn the brightness down to 10% and claim you like hard games.
Artists, project managers, DBAs, build and release team, and all the managers/scrum masters, are developers too - just like "code monkeys"/programmers.
I believe that Frontier thinks new players care about the new player experience. Your comment nicely illustrates why today's society sucks so much.
Artists, project managers, DBAs, build and release team, and all the managers/scrum masters, are developers too - just like "code monkeys"/programmers.
including cleaning staff, Catering and the guys that cut brabens footnails.