Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
a) The academy is better than it was to just have the long just-text-and-3-screenshots manual before.
b) The academy cannot be played like a generic tutorial, because it indeed is too much information at once. But then again they named it "Academy", not "Tutorial". So they may be aware of this. I normally recommend new players to just play one branch and then hop onto games. And later, when they learn other jobs, to revisit the academy to learn more about those.
c) Yes, there is a lot of text. But that is how the entire game is. There is no voice output and a lot of texts in dialogues, mission logs, long range comms and so on. The text-heaviness does not misrepresent the game experience.
d) As someone who has taught countless players over the years: The learning curve in the beginning is steep for most people. Even when I try to step-by-step teach newbies, sometimes they will have to handle quite a chunk of info to be functional enough in their jobs to get a gameplay going that allows for "learning by doing" teaching. And if "the Academy is too long!" is a complaint, then it will be even longer if it is more interactive and more about learning-by-doing. Because, see the next point.
e) There simply is relatively much to know about the game. Teaching people takes long. And a solo-captain will need all this information in order to be able to successfully play, since they have nobody to teach them. They struggled a lot before the academy and since it exists i read "oh my god this is impossible" complaints from solo players or players in general way less often.
f) Some of the complaint points about missing info are true (especially since some things changed a bit since the Academy was launched and I think not all info was updated yet), yet the only solution to those would be to add even more text. Also I think the hailing tutorial in the captain's room is broken, tbh, as is the research-pick-up in the sensor dish. Also I agree that especially the parts that are about crew coordination (e.g. fuel capsules + science) are difficult to get from the Academy. But that partly is because they require a crew to interact with to be properly experienced. The Academy surely needs some polish in a few places.
g) Some of the complaint points I cannot really follow. For example that there are weapons and "nothing to do with them". Shooting was trained before, there is not really a big point in adding a second shooting range, aside of making the Academy more lengthy. Also the only panel there is the missile one and it of course does something. And it IS explained by the guy standing in the middle of the room. How to fly IS explained in the right side tool-tips when you are at the helm. The helpful robot at the counter also explains the differences between manual and auto. (auto tilts and rotates the ship according to your camera angle). And even in very few and concise words, so no text walls. The collision is just like it is in game. And since you are not steering the academy building itself but a drone, having no first person view does make sense there and is imho not a big loss, since you always can try it out in-game and discover there that is is highly impractical :D. In engineering a poster on the wall answers some of your questions regarding the use of processing scrap. A guy explains the sensor dish. Aside of those "missing infos" that aren't actually missing after all, I think some demands are contradictory. E.g. you want more details regarding the upgrading, ok, but you don't want the tutorial to contain more text nor be more lengthy? That does not work out. It is paradoxical to on the one hand complain about information overload and on the other criticize that they left out detailed information on the more advanced mechanics like upgrading. This paradoxical sentiment is entirely justified btw, because both IS true at the same time. There is "too much" information but still not ENOUGH to fully understand everything. But like I said, this is because of the game being what it is, a cooperative rogue-like game with very distinct role mechanics. Every tutorial will have to be a balance between "too much" and "not enough". And I think they did ok with the middle-ground they chose.
In conclusion: The academy is not a normal "play this for 5 minutes and off you go" tutorial and likely was not planned as one. It can be used to get a basic grasp on the game and then later be revisited to get in-depth information. It does its job well to inform people and it does not misrepresent the actual game-play experience.
While I DO hope the Academy gets more polished before the end of beta, I STRONGLY oppose the notion that it is "horrible". And I say it can't be compared to some tripple-A single player title's tutorial, because single player games scale the difficulty for new players even after the tutorial and keep on teaching them things bit by bit, in multiplayer that is not possible. To quote Euclid here: "There is no Royal Road to geometry" and the same is true for Pulsar. All other cooperative games (Guns of Icarus, Payday1+2, Barotrauma, Wolfpack, We Need To Go Deeper, you name it) have a similarly steep learning curve in the beginning that requires new players to learn a big chunk at once in order to be able to participate properly in multiplayer. That is not a design-flaw though, but results from the genre. And I think the Academy does mitigate this well enough, judging from all the new players that played the Academy and join their first real games relatively well informed and the visible decline in "how do i do [basic role task]?" posts.
Again, I'm not trying to be overly negative or critical I'm just trying to provide an honest recap of my first two hours with the game. Don't worry, I WILL put in the effort to learn more about and it and play it more and I will overcome the learning curve just like I did with Elite Dangerous back when the tutorial was basically "go away and watch stuff on youtube".
And the game itself IS relatively heavily text based, so the complaint about this felt out of place for me, at least as a critique point for the academy.
While I agree that missile-guy should be placed next to the missile screen, I still don't think the NPCs with the "missing" infos were hard to find. (aside of the note regarding the scrap, that one is indeed tricky) But as you said, you honestly had this experience and you had it for a reason. I just think the reason wasn't lack of info or visibility of it (in most cases) but that the way it is presented is clunky and made you over-read it after 2 hours of reading.
I just wanted to point out that Pulsar faces entirely different challenges for a tutorial than most other games.
And while I thought that you will likely reassess your critique after having played the actual game (and thus initially didn't think an answer would be needed) I felt the "i am an experienced player and also say it is entirely horrible" thing was misleading. And that it needed balancing input from an experienced player who definitely has less work with teaching new players since the academy exists :D
And I am glad you give the game a chance. The learning curve gets flat very soon, so the info-overload won't last for more than 2-3 sessions. DO join random crews. Most people are friendly and helpful. They don't mind teaching new players. But please keep an open mind and embrace the text :D The story and lore are really nice and mostly experienced through dialogues.