@arma473 said in Why would you have left FAF?:
@mylaur said in Why would you have left FAF?:
@hurtmuch If people were trying to learn how to play this niche game then wouldn't people help each other more? But no its completely the opposite, a gatekeeping community. Plus everything is hard to learn and there's a very low amount of guides (it gets better but still).
It seems like we have more trainers than students. Or at least, we have more training capacity than there is demand for training (because obviously a trainer can teach more than 1 person at a time).
If you're willing to accept training from people under 1500 rating, there's essentially an unlimited amount of 1-on-1 training available to basically everyone. I know I have no backlog in terms of replays people have asked me to review. Literally you can ask me to review a replay and I can go into voice with you and talk about what I'm seeing, or I can just watch it, take notes, and send you 5-10 sentences of my analysis of what you could do better. It takes people like 3 minutes to submit a request AND read my feedback once I send it, and I do that for free, and I only get about 0-1 people per month asking me to review a few of their replays.
I don't think we're even talking about higher-rated people (like 1200+ at ladder or 1400+ at global) but my impression is that those people can always find some instruction from higher-rated players whenever they want it. (And of course people at any rating can pay Jagged for lessons)
A lot of what people perceive as "gatekeeping" is unwanted advice, which is basically unwanted training.
Training really does work as a good way to grow in skill. But the community over-estimates how much people actually want to participate in training.
This is a good point. I've submitted one replay or two and gotten advice from it. The issue is that it's an active way of learning. Most players want to play the game passively and improve at least on the basics. But basics aren't taught in game, only out of the game and you have to spent effort to do it so. I had to got out of my way to find those guides.
The gatekeeping is due to in game players flaming you, calling beginners noobs, which yes, they are beginners... The game is just not beginner friendly and many others have pointed it out so in so many ways.
In other strategy games the campaign serves as a good cushion for getting your basics off. We all know the campaign is cool but doesn't look like a standard game at all which is fine.
The idea of individual challenge maps centered around a theme sounds like a brilliant idea and should severs to fill that niche and custom campaigns have already being done plenty, so it's entirely feasible.
Tutorials are different because they're watch and copy, and there's so few of them, it doesn't make you interact with the game in a simulated manner (and it's mostly about build orders). As some have pointed out, besides the early game, there's a lack of tutorials for the mid game and late game. The transitions between phases are also important too, and some team game tutorials would be great (2v2, 4v4...).
New players are mostly solo players that want to enjoy the game passively, challenges would be a good way to play the game while improving while having fun.
I realize that after such a long time, finally the written guides are given mention on the front page. Still putting them in the tutorials tab would also make it easier to access them.