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NEW DLC IDEA - A COMBAT TUTORIAL ACADEMY

marius_buys
marius_buys
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So here's something a bitt different

Create a story driven DLC area/arena that teaches you the basics of PvP combat and PvE combat with each defined role
It could be in the form of attending the great Ankara Academy with titles awarded that could be used in raids to ascertain the competency level of players. The storyline could also be interspersed as short Mage or Fighters guild quests done with your companion as narrator/mentor.

This could be done as a free crown store DLC (or whatever) and take place on an area in the map. With levels and gameplay very similar to a dungeon that would show completion of a particular learning module. As in first boss can only be defeated via light attacks and avoiding AOE, second boss via heavy attacks and blocking, third boss via ultimate and interrupts etc. This could be done with a dungeon, arena, area companion that guide you via voice and it could all fit into some action/humorous storyline.

Each level could have certain basics that are demonstrated and explained like IE:

- when to avoid AOE
- when to block
- when to avoid Heavy Attack
- when to roll
- how to block cast shield and heal
- how to res under pressure
- how to interrupt
- how to light attack weave
- how to heavy attack weave
- how to animation cancel via weaponswap, rolldodge, bash, light attack
- how to chain a combo
- how to time your ultimate
- how to build for more damage
- what certain telegraphs look like

When completed this section player is awarded the Acolyte Raider Title:

It would SIGNIFICANTLY reduce the newbie learning curve or the oldie ignorance level. Each completion could carry and achievement followed by a title.

Ideas?
Comments?
Awesome or Insightful idea?
Erm nooo just git gud scrub?
Edited by marius_buys on November 12, 2021 1:06PM
Golden Clover AD PvP on PC EU (since 2017) Guildex https://eso.guildex.org/view-guild/17669 Facebook https://www.facebook.com/groups/131211320795196
  • Stanx
    Stanx
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    This seems super useful but I would be gutted to get this instead of a DLC.

    Would love it as a QOL addition to the game, you've got so many bases covered that the game never really informs you of.

    In summation: love the idea, don't want to pay for it
  • Gilvoth
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    elderscrolls titles ever since debuting with Arena in 1994 has been "completely" about freedom and completely about "us players having freedom in choices" and free to roam the map anywhere we want to without any "force" or training.
    what is being asked for here is against that.
    i mean no disrespect, my feedback on this is not about the author nor person whom wrote this request, my feedback is aimed at the request made in this thread, i hope the open post request never happens and no such idea ever is implemented.
  • Adremal
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    I think it'd be a tad intimidating for newcomers. Weaving, animation canceling and chaining... not something I'd put in a forced tutorial. Maybe I'd mention them as essential to harder content and link to videos about them, perhaps create a chain of small tutorials so players aren't overwhelmed, i.e. swap cancelling at level 15 (because you can't do it before then anyway), little by little and bit by bit.
    Because let's face it, people who play only for the story don't really need to know those things, and people who are more invested in PvE will inevitably seek advanced help through the internet.
  • Sylvermynx
    Sylvermynx
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    No thanks.
  • Chips_Ahoy
    Chips_Ahoy
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    why I would want to go back to school?
  • Kaelthorn_Nightbloom
    Kaelthorn_Nightbloom
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    The purpose of a tutorial like this is to increase player retention.

    ZOS would want this available to all players and not locked behind a DLC/subscription.
    PC NA
  • Sarannah
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    I'd fail all those tests, at CP 1900+.
    Edited by Sarannah on November 11, 2021 9:11PM
  • ixthUA
    ixthUA
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    As a vet PUG dungeon user, this would be great.
  • marius_buys
    marius_buys
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    Sarannah wrote: »
    I'd fail all those tests, at CP 1900+.

    The sad thing is that those are entry level mechs
    When you watch elite players they go beyond that into advanced combos buffs and debuffs
    Golden Clover AD PvP on PC EU (since 2017) Guildex https://eso.guildex.org/view-guild/17669 Facebook https://www.facebook.com/groups/131211320795196
  • peacenote
    peacenote
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    This idea has promise. I like the thought of a new area (like the other starter areas maybe) and I agree with others that it should not be a DLC. Just something added to base game in one of the updates. However I would do it a bit differently and make it more lighthearted.

    Hero gets a call to do something small in the academy. Like, idk, kill a snake or stack some wood or something. Hero goes and gets challenged by cocky students, approached for guidance by shy ones, and gets shepherded through different tutorials. The story should really emphasize how silly it is that this hero is participating in activities that is kind of beneath them. For example maybe it covers light and heavy attacks and the NPCs go *flying* across the room. Potential for lots of humor and at some point could uncover a mystery with a bigger adversary at the end of the little story line. This way it would appeal to new and experienced players alike for a bit of fun as opposed to a super serious "let's teach you this" theme.

    However. I strongly disagree with the idea of making achievements for it in the way you describe. No way would I want to see people try and vet group members or have criteria to have completed the tutorial. Instead it should have funny titles, Easter eggs, and maybe give a dye and a pet or something at the end of it to encourage participation. And any achievements should be for funny things in the story that specifically don't acknowledge the tutorial completion part.
    My #1 wish for ESO Today: Decouple achievements from character progress and tracking.
    • Advocate for this HERE.
    • Want the history of this issue? It's HERE.
  • SilverBride
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    We learn by doing, and from the advice of other players, friends and guildmates, and web sites that exist for this purpose. I would never purchase or use it.
    Edited by SilverBride on November 11, 2021 11:47PM
    PCNA
  • dinokstrunz
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    I'd support this idea or something similar. This game definitely lacks a solid way to teach players on how to play the game. On things such as Animation cancelling, timing, movement and possibly rotations for their classes.
  • moleculardrugs
    moleculardrugs
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    So here's something a bitt different

    Create a story driven DLC (area/arena) that teaches you the basics of PvP combat and PvE combat with each defined role
    It could be in the form of attending the great Ankara Academy with titles awarded that could be used in raids to acertain the competency level of players. This could be done as a crown store DLC purchase and take place on an area in the map. With levels very similar to a dungeon that would show completion of a particular learning module.

    Each level could have certain basics like IE:

    Accolyte Raider Title:
    - dont stand in AOE
    - when to block
    - when to roll
    - how to block cast shield and heal
    - how to res under pressure
    - how to interrupt
    - how to light attack weave
    - how to heavy attack weave
    - how to animation cancel via weaponswap, rolldodge, bash, light attack
    - how to chain a combo
    - how to time your ulitmate
    - how to build for more damage

    It would SIGNIFICANTLY reduce the newbie learning curve or the oldie ignorance level.

    Ideas?
    Comments?
    Awesome or Insightfull idea?
    Erm nooo just git gud scrub?

    I really really like this, it took me a lot of trial and error to learn. I'm glad I learned it and small part of me is glad to know that I know but that other players don't (that's a very selfish way of thinking), but then a large altruistic part of me really wants to help the community because if everyone does better then we all do better.
  • Auztinito
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    I’ll take a more in-depth tutorial on weaving and ect when they actually make weaving a full fledged out mechanic and easier to accomplish (not to mention less tedious/straining to do) with UI indicators (aka perfect block/strike-type mechanic/UI effect).

    Until then, weaving and hotbar swapping should be completely optional in all content and more of a playstyle option.
    Edited by Auztinito on November 12, 2021 2:00AM
  • Blinx
    Blinx
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    something like this should already be part of the basic game, maybe under options, but no way should it be dlc
  • M0ntie
    M0ntie
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    I think the game needs this, but not as an extra purchased DLC.
    It should also include where it shows the player their actual dps. And some type of guide as to what content this means they are ready to do.
  • AlnilamE
    AlnilamE
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    - how to res under pressure

    The what now?

    A lot of those things are already in the tutorials if you leave them on. And your companions also give you cues, I've found.

    Having more elaborate tutorials would be interesting, but I feel like some of those things would be quite difficult to implement.
    The Moot Councillor
  • Sheezabeast
    Sheezabeast
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    I think this would make a great tutorial when you reach level 50. Preparing people for doing veteran dungeons. Not sure if it should be DLC, but most definitely a tutorial upon maxing out a character. It could even go into a quest similar to that of the Sheogorath one for Malacath's Hammer, where it makes you attack certain things with specific abilities on your bar. They could simulate you healing, tanking, and dpsing with a simulated group, and completing the tutorial once unlocks the ability to skip it on all future characters if you choose.
    Grand Master Crafter, Beta baby who grew with the game. PC/NA. @Sheezabeast if you have crafting needs!
  • Hapexamendios
    Hapexamendios
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    Not DLC material. Better included with new character tutorials.
  • Vevvev
    Vevvev
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    Any and all tutorials should be base game. Otherwise it'd just be a waste as nobody playing this game for a long time will buy it, people who assume they know everything won't buy it, and new players who have no idea what in Oblivion is going on as they're assaulted on all sides by prologue quest givers will know where it is or how to access it even weeks into the game.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • TheImperfect
    TheImperfect
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    I agree not for a DLC. I miss the adeptorium in Elsweyr.
  • Grandchamp1989
    Grandchamp1989
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    I think the solo DPS arenas on vet (Maelstrom and Vateshran) does an excellent job at teaching DD players how to fulfill their role.

    Personly I think completion of either in vet should be mandatory before you can que for vet dungeons.

    That alone would ensure runs would run so much smoother and people can practice in a solo environment before they que for group vet content looking for a carry.

    As for supports I think we NEED a solo arena for supports.

    One that challenges healers to stack hots, burst hael in "oh ****" situations, helps do some damage, provide ressources and don't just stand in a corner to heavy attack-regeneration spam every 5 seconds.

    For tanks you can make survival challenges:
    level 1: Adds are running to attack a target, you have to taunt and hold them before they reach the target
    level 2: Boss with one-shot mechanics you have to hold
    level 3: add stacking, you get a small circle you have to stack all the adds into through LoS manipulations and chains.
    level 4: Timed survival - Every 20 seconds a new one-shot add arrive in the arena you have to hold the onslaught for as long as possible

    This is just brainstorming from the top of my head but with leaderboard scores solo arenas would be amazing learning centres for both DD's and supports.
  • Mandragora
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    I loved combat tutorial academy in Risen series. With a story, title as a warrior, proper armors... But if it would be just a basic tutorial as a cover for basic mechanics, I'm not sure about that.
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
  • zaria
    zaria
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    Stanx wrote: »
    This seems super useful but I would be gutted to get this instead of a DLC.

    Would love it as a QOL addition to the game, you've got so many bases covered that the game never really informs you of.

    In summation: love the idea, don't want to pay for it
    Agree, this feels more like an solo arena.

    Had this idea some years ago, undaunted academy. Not exactly like Marius explains it.
    I thought of something like DSA, but solo and you had 3 npc, you would face an selection of typical encounters like groups of adds various bosses and typical mechanics. 3 difficulties, normal, veteran and very hard or dlc.
    Part of this would be to teach dungeon mechanics, obviously not stand in stupid but also stuff like freeing trapped groupmates and ressing, also nice for training healing and tanking.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Sheridan
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    The game teaching how to cancel its own animations would be a little weird.
  • Sarannah
    Sarannah
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    Sarannah wrote: »
    I'd fail all those tests, at CP 1900+.

    The sad thing is that those are entry level mechs
    When you watch elite players they go beyond that into advanced combos buffs and debuffs
    Entry level? ...No way!

    Personally I feel half that stuff shouldn't even be in-game: Weaving, barswap, animation cancelling. To me these mechanics only feel like I'm spamming buttons, not playing a game. So expecting this from (new) players is really counterproductive, not to mention all those players who might (have already) quit because these mechanics are like that.

    The reason I love to tank is because most of the above stuff does not apply to me, I do not have to spam buttons, I do not have to dodge roll, I do not have to move out of red, I do not have to have a skill rotation, I do not have to barswap, etc. If the game ever started to require or enforce the above mechanics, I would not be here any longer.

    In my opinion the game needs crutches for these mechanics, before it needs a tutorial. Though a tutorial would be a good start.
    Edited by Sarannah on November 12, 2021 12:35PM
  • marius_buys
    marius_buys
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    Auztinito wrote: »
    I’ll take a more in-depth tutorial on weaving and ect when they actually make weaving a full fledged out mechanic and easier to accomplish (not to mention less tedious/straining to do) with UI indicators (aka perfect block/strike-type mechanic/UI effect).

    Until then, weaving and hotbar swapping should be completely optional in all content and more of a playstyle option.

    Its already part and parcel of the game
    Golden Clover AD PvP on PC EU (since 2017) Guildex https://eso.guildex.org/view-guild/17669 Facebook https://www.facebook.com/groups/131211320795196
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