#Tutorials feel poor an unimpactful (They seem unfinished which is fine)

1 messages · Page 1 of 1 (latest)

weak verge
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I'm not an amazing sr1 player, but I had an OK grasp on the movement mechanics. I have some muscle memory, and I felt like I knew how the physics worked for the MOST part.
I understand that SR2 is a new game with some new mechanics and whatnot, but a lot of the tutorial made no sense to me, even though I know vaguely how the game works.

The basic tutorial is fine, the map works in your favor, and its a fine way to teach people how to click buttons.
The item tutorial is fine, however CTRL is my taunt, and L is my item. I cannot taunt + rocket to complete the rocket tutorial. I didn't know this, but it seems like CTRL + L is bound to opening the LOGS folder on your pc. Odd.

One big downside I felt for ALL of the tutorials was this:
I didn't feel like I was learning anything. I would press buttons, something would happen, and it would go to the next tutorial before I could process what I did, if I did it correctly, or how to recreate it. I'd have to go to the menu and replay it multiple times to see if I really understood it.

The advanced mechanics tutorials, however, feel confusing.
Building speed felt... Weird? Due to how short the tutorial for this was, I had no clue what happened. I grappled, I jump, I finished. I didn't feel like I processed or learned any information.
The grapple portion of building speed is fine I suppose. Again, same problem of it being too quick. I cannot process this.
Same problem with the slope.
The spike one has a massive issue. You can just hold grapple and make it to the end while gaining 0 speed. This is definitely not 90 degree grapple spam.
boost braking is fine.

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Maintaining speed is where I had the biggest problems.
Immediately I do not understand what the game is telling me. It does not make much immediate sense that jumping is meant to help you maintain speed. I felt like I completed this tutorial on accident after trying to do it multiple times.
When I was able to complete it, I stopped following the directions and just fell back to my muscle memory/SR1 knowledge and it happened to work. I wasn't sure if I did anything correct, and again I felt like nothing was learned or accomplished.
I didn't buffer any jumps through slides, I simply jump slide jump slide until I made it to the end

Im also not understanding slope surfing? The first tutorial for it was whatever, but the tutorial with the weird geometry and the boost pad still makes no sense to me, even after completing it and writing this post. I could not explain to you how Im able to complete it, but I am able to complete it first try apparently??
The mechanic feels odd, and as a whole I can never tell if I am doing it right or not.
Some kind of feature to watch a bot do the mechanic for you with inputs shown could be great for clarity
And more repetition on doing the tutorial could be great to really make the player feel like they have to figure out the mechanics to complete the tutorial.
I, as a low rank SR1 player, was very confused on multiple parts of this tutorial, and I am still very confused on some.

switching directions felt too short, and climbing walls was fine.

Overall add some length to the tutorials to add clarity and make the user feel like the tutorial is actually teaching them.

To me it felt quick, random, and like I was completing tutorials on flukes.

dry drift
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I very much agree, the tutorial wasn't intuitive for me

I am a sr1 players so I kinda knew some stuff but when I didn't the text wasn't helping me much

For instance, RG didn't mention that you need to input the direction where you want to go.
Since this is different from SR1 I struggled a lot on something easy.

The slope surfing tutorial with the more complex geometry was super weird.
There were lots of boosts and platforms, I didn't really know what I was asked to do. I agree that a ghost that shows you the movements would be a great addition

Overall, the item tutorial was great but it wasn't mentioned that items are used on key release.
So I had a hard time doing the rocket jump
Also for the shockwave tutorial, I found out that you can charge the shockwave only after the playtest was over.
My bad for not reading the text I guess, but I shouldn't be able to complete the tutorial by not charging it then

zenith salmon
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I think some kind of video example and a input map would go a long way. What I mean by that is like a video of someone doing the tech as a pop up. Then a input list on the map itself like the basic tutorial run with the bots where it tells you what the jump slide and grapple keybinds are, except for this it would be the technique that you would be learning.

A short pop up text description is not all that helpful. It provides no concept of timing or what the intended result should look like. A lot of the time I felt like I completed it by accident or found some other weird way rather than doin the actual technique.

old kayak
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noted. tutorials will improve, first and foremost, in the visual department. we'll also work on wording, too

weak verge
old kayak
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I'm a fan of tutorials that offer visual representation (e.g., GIF, simulation) of what's required of the player to execute. I'm guessing the dev team is going for that, too, but I don't know what their exact plans are yet on that front

dry drift
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Celeste has a ghost to show how wavedash works
Even though the technique is hard, it was understandable

Furthermore, the modding community took advantage of the system to showcase even harder techs

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I also think it would be very beneficial for SR2, let's see what they cook!

cold vault
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Wavedash???? 🤩🤩🤩