KevinLancaster wrote:But it still took a while for you to learn, and you probably got steam-rolled a lot at the beginning.
Losing is not fun, but you kept trying and eventually you started getting better and enjoying the game.
Unfortunately, there are people out there who aren't nearly as persistent, and features like this cater to them.
In this day and age, if people don't feel they're getting enough out of something, there is always something to move on to if they drop it. Since it is free and uses an old graphics engine, most people don't expect much from AoS, but if you wow them with a fun and enjoyable experience the first time they play, they will stick around. They only problem is that accessibility, especially in multi-player FPSs, often leads to things being too easy. This is why games like Call of Duty implemented levelling systems, but that also creates elitism in the community. However, old games like HL1, CS1.6, Quake, Unreal Tournament, and etc. still have dedicated communities because they were accessible and fun, competitive, and moddable. If we want Ace of Spades to last a long time, it's going to have to have a rather large community advertising run when 1.0 comes out to re-vitalize it, it's going to have to attract a large amount of new players with fun gameplay and accessibility, and lastly it's going to have to latch on to them with new content generated by modders and an active competitive clan community (that emphasizes teamwork and complex group strategies, something that takes a while to learn and that people cannot learn by themselves). This would create a cycle whereby the game essentially supports itself, and allow it to outlast its future competitors, B-F (because it's a Korean game, and as far as I know they don't actively encourage modding) and Guncraft (which is essentially going to be COD, so they will have the levelling system that locks new players out). Eventually the flow of new players will taper out as the gaming world moves on. But before it does so, the game will have had a long, illustrious and enjoyable run, and probably have garnered quite a profit for Ben, reputational (possibly even landing him a job at a major gaming studio) and financial (if he chooses to sell it).
You have won my approval,that was the good-est explanation i've ever heard.
But you actually said something funny which i thought was the perfect reason why your idea will not be so effective:
They want to get skilled themselves.
And you know what they will not give a damn of the grenade ticks and such because they want to do it on their own.
Your also mistaking me,I didn't get steam rolled and losing was fun because I realized then that this game is hard to master.
Also to make your idea more effective I have a offer to you.
How about a on/off button that activates a tutorial with just a open area(no players until a few tutorial steps are done)
with targets, bots, simulations and who can forget the training area.
This is my idea to evolve your idea into a fitting tutorial for players.
Do you like the idea I have?
If you do not look behind yourself, I will secretly steal your cheese.
A man who once did this, ended up being a cheese cake.
(This sig had more awesomeness before it was gone)