The FAF Tutorial Curriculum to end all Tutorials

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The FAF Tutorial Curriculum to end all Tutorials

Postby biass » 31 Jan 2020, 15:22

Blackheart wrote:There is a dire need for good information out there, casts with correct analysis, guides that are up to date (or bhedit specific xD) simply so new dudes have the tools to git gud.


Reformed, non toxic, non non contributor biass here; and I am a trainer of dudes.
I have been training dudes for a number of years now, including through the boycott era and - with the help of a few more trainers of dudes, have made the discord the primary outlet for training and advice. It's possible that I've trained the most dudes at this point; add on a few other discord fellas and it's not even a question.

That's cool and all, but the consequence is that we have seen the utter lows of the playerbase and the insane need for decent material and a stamp of authority.
I've been talking with some people about the solution to this off and on for a touch over half a year and I wanted to start now while I had some time.

Let's start by listing the problems of both the trainees and the tutorials given to them, namely;


For some reason, people are too busy with tutorials to actually play the game.
I present to you the FAF coombrain, a player who seems to think they understand the ins and outs of the game, including advanced theories, but then come to trainers for advice and then it's discovered a player has under 10 games or so. The advanced version of this is a player who won't budge on their percieved knowledge and thus are deemed untrainable, more on that later. NO basics, NO experience of mechanics or game pressure, and a bad player.

I would have thought that videos and such were perhaps a good supplement for waiting in a queue but they're not used like that, and what's in the tutorial tab (bet you forgot they were there huh) are a BIG cause of this, if they're even used.


Content is a bit of a hit or a miss, without audit and is fast outdated.
This is second, and the third is also placed here because of the everpresent requirement to "undo" the damage a player has in their game due to misinfomation or poor communication of said. I don't feel the need to explain this point but ill steal another quote from the pro scene thread that was necroed today:

The "information" given there is generally either plain wrong, highly map specific but not labelled as that and also too often entirely one dimensional. I have checked out the streams of the bhedit tourney for example, and have to listen to them explaining that "early frigs on craftious are useless" or that "craftious looks like a pillar map, why would someone pick seraphim" or "t3 air is useless on sera glaciers, always go t2 navy" .... then get linked casts by other people later which upon checking them out reveal stuff like "i dont understand this game, why is he not t2 at minute X usually you are t2 at minute Y and then t3 at minute Z at this amount of power" - how should anyone be able to learn from that? There is no explanation of actions done by players, why certain units are used, why he upgrades eco just now, why he goes for a t3 mex when there are still t2 mex left uncapped...


I've seen the bottom of the barrel of guides, it's pretty innane to believe some dude read some of the stuff posted by some people and actually tried to implement it into their play. Here's a fun example of one of these:

Image
http://supcomfaguide.uw.hu/index.html

This leads on to the next point.

The people making them lack the knowledge themselves and are often solo.
This is the part where I make some people unhappy, but while it's not really big of an issue and i'm thankful for the effort, some of you have another 1000 rating to climb before you should start training people and it shows. This issue is compounded by most (99%) of guides being made by one dude on his own without peer opinions or audit. Everyone has their own playstyle and that's cool, but it's really just better to gain opinions from mutiple places and form your own, especially if you would get a dude who plays in a very one dimensional matter or is just flat out illiterate or wrong.
This issue is compounded by there not really being anything official out there, so without a quality standard in place people often just have to rely on the luck of the draw.

-----------------------------------
I'll add some stuff later if I remember or just get told, but I'm starting work on a unified FAF curriculum of sorts to remedy this. It's a number of well written guides on the basics with consensus drawn from the top players in FAF, and placed on a website (that wasn't made in the early 2000s..) or somewhere else with additional videos and such to supplement it. Besides solving the above, the curriculum will help with the following.

Get players to 1k, on average.
It's my informed opinion that while the average rating is 700 or so - the average skill level is at around 500, and the 700s are players who decided to autopilot onto t1 land instead of some drone abomination or whatever. This guide will help players learn the basics instead of some build order guide - and rise in skill.

"Untrainable players" get to look too!
I mentioned these people earlier. I was reading back the pro scene thread and found it interesting where exotic mentioned out of 3000 players coming per month, 30 would be 1800 with our current skill disparity. That's cool and all but if you flip it around; it's 2970 players who would never make it. The time of trainers is wasted on these people who will blatantly never do so, and guides serve the purpose to provide something to those people so that trainers can focus on people who "could just be" the next 1800 instead.

It's effective gatekeeping.
This was the job of the wiki before the wiki became no longer cool. It means players have an effective means to self teach and demonstrate an effective willingness to put the time in before coming to a trainer for help. Especially if this was at lower rating. It also stops people needing to repeat themselves, which is always nice.

Be effective for time immemorial. (hopefully)
It should be easy enough to teach players the basics of the game without referencing statistics or etc that are viable to be changed and thus void the guide.
I'll add more here later if i have anything


---------------
Enough chat, here is what happens next.

The plan for this project can be set into mutiple stages:

1: Define and concrete the curriculum, meaning what we're going to teach players.
2: Compile the existing training material and repurpose/rewrite it, because we're lazy and writing everything from scratch will take forever.
3: Create the starting material as per the curriculum.
4: Launch the site. Coding this is not an issue for me and I need to purchase a hosting package anyway, if it doesnt already end up on the FAF server.
5: Finish the rest of the guides and then add extra stuff as needed.

I have a small backlog of other tasks I need to work on but expect to be asked a number of short form questions and give opinions on lists in the next coming week or so.

Of course, i'm always happy for people to offer help where needed.
I do want to negotiate rewards for people who DO help with this so, state what you want and what you will do for it and lets see if something can be worked out.

That's all of my free time tonight gone:
Thanks, talk again real soon.
Last edited by biass on 16 May 2020, 08:07, edited 1 time in total.
Map thread: https://bit.ly/2PBsa5H

Petricpwnz wrote:biass on his campaign to cleanse and remake every single map of FAF because he is an untolerating reincarnation of mapping hitler
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Re: The FAF Tutorial Curriculum to end all Tutorials

Postby Little Miss Murder » 31 Jan 2020, 16:05

1) Spam Mantis
2) ;)
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Re: The FAF Tutorial Curriculum to end all Tutorials

Postby Wesmania » 31 Jan 2020, 17:18

+1. Also now that client / server stuff for tutorials is in place, we could add a bunch of scenarios in there, something like small challenges to test players. Things like "kill that spamming AI with only T1 land, but less mexes", or "win T2 navy through micro using what you are given", or "gain control of this island by minute X", that force them to do things outside their niche.
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Re: The FAF Tutorial Curriculum to end all Tutorials

Postby UnorthodoxBox » 31 Jan 2020, 20:35

Wesmania wrote:+1. Also now that client / server stuff for tutorials is in place, we could add a bunch of scenarios in there, something like small challenges to test players. Things like "kill that spamming AI with only T1 land, but less mexes", or "win T2 navy through micro using what you are given", or "gain control of this island by minute X", that force them to do things outside their niche.

I'd be willing to help with map creation for the scenarios and potentially anything else
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Re: The FAF Tutorial Curriculum to end all Tutorials

Postby Morax » 31 Jan 2020, 22:59

I'm going to start a UI modification explanation set that goes over key things that greatly assist a player.

Hopefully we can coordinate on how to use that plus everything you stated thus far.

Awesome plan, biass.
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Re: The FAF Tutorial Curriculum to end all Tutorials

Postby biass » 01 Feb 2020, 04:12

I figured I had already talked about tutorial missions but I am very much against them and for the following reasons:

players are not playing the game if theyre messing around with tutorial missions and not in the tmm/ladder queue, not only are they missing out on valuable experience and etc, theyre damaging other players ability to get games as well due to a split playerbase. While videos and text can also cause that issue, its easier to view them while waiting in queue or in a place where you cant play like on the bus or something

there isn't any pressure in tutorials, games vs ai, or unranked custom 1v1s and when you finally get into a rated game with the stakes and pressures applied, ive seen players find it hard to translate what theyve been doing and instead default to their own level of autopilot

they will break and outdated, unmaintained missions goes against creating something that can be used until the end of SupComs lifespan

theyre never going to get done people have been going at them for a number of years and we have like 3 missions with negligible benefit, I want this project to actually be finished and done at some point, and missions are way too much creep of the project scope to allow an ending to happen

ui mod tutorial


I hadnt planned to talk about those but im happy to work it out if the tutorial ends up of decent quality

Anyway im at work and have 3 hours of sleep but if youre reading this, reply to this thread with one or two things you think are vital for a new player to assist with getting the first draft of the curriculum compiled
Map thread: https://bit.ly/2PBsa5H

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Re: The FAF Tutorial Curriculum to end all Tutorials

Postby ThomasHiatt » 01 Feb 2020, 05:11

I think well-designed tutorial missions would be the best way for people to learn the game. A tutorial mission can target a specific concept of the game and ensure that the player understands and uses that concept in order to get through it. This is the standard way in which pretty much all good games are designed. You don't learn how to play Portal or The Witness by reading a bunch of documents about the mechanics, you learn them by being introduced to them one by one and being forced to master them before moving on to more advanced mechanics and combinations. The Supreme Commander campaign does not do this and that is one of the greatest failures of the game, and probably the main reason why everyone is so bad at it.

Perhaps tutorial missions will never be done and will become outdated. It just depends who works on them and maintains them. The same can be said for written tutorials or videos. I think creating and maintaining tutorial missions is something that is doable with the current state of the FAF project and its contributors.

I haven't really looked into the existing tutorial missions at all, but my understanding is that they are just some build order tutorials on some maps, in which case they are mostly useless. The tutorials need to teach the underlying concepts of the game not the ways in which those concepts are applied in specific scenarios.
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Re: The FAF Tutorial Curriculum to end all Tutorials

Postby biass » 01 Feb 2020, 05:24

ThomasHiatt wrote:I think creating and maintaining tutorial missions is something that is doable with the current state of the FAF project and its contributors.


If those said people want to go ahead and do that as a seperate project they can, but im not riding on that same idea that has already failed mutiple times.

We can't have the "best solutions" with what FAF has and I know you know that.
Map thread: https://bit.ly/2PBsa5H

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Re: The FAF Tutorial Curriculum to end all Tutorials

Postby biass » 06 Feb 2020, 13:59

Here is the first working draft of the Curriculum, made with the help of the FAF discord.
This is everything I/we want to teach people to get them from their first game to 1000 ladder rating.
Please weigh in NOW about anything that irks you or forever hold your peace (and miss out of being included in the list of contributors for this section)


- Page
Sub heading
Sub topic

- Preamble (what does this guide do + minimum expectations)

- Your first game + factions (Optional guides for faction basics)

- Sense of direction (what am i doing here?)

Halfmap
Scout planes
What to look for
Help me?
Watching replays
Trainers


- FAF economy 101
Reclaiming
What are the scary bars?
Don’t waste mass!
What is build power?
Basic economy steps
Adjacencies?


- Basics of building (Macro)
Factories
Placement (Don’t walk!)
Building one at a time!
Production and comparing production
Engineers (Again!)
Dont idle!
Other basic buildings of importance in 1v1
PDs, walls and AA!
Radars, creep and placement


- Expanding, taking that halfmap faster!
Transports!

-Basic unit queues
Generic land
Adding arty scenarios
Adding aa scenarios
Generic Air
Bombers when?
Generic Boats (Quickly)


- Moving to T2
Don’t waste mass on T1
Basic T2 buildings of importance in 1v1


- Investments 101
Map control

- Generic Build Orders
The legends / When to choose them
How to modify them
Early engineer theory
Raiding + Defensive raids

-The ACU and basics of land battle!
Overcharge
Upgrades
How to fight!
Army splitting?
Map thread: https://bit.ly/2PBsa5H

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Re: The FAF Tutorial Curriculum to end all Tutorials

Postby armacham01 » 06 Feb 2020, 20:31

Please weigh in NOW about anything that irks you or forever hold your peace

The guide should be open to improvement in the future. There's really no reason to freeze it in place as soon as it is done. Some of the most important feedback will come from people who haven't even heard of FAF yet.

For the "economy 101" section, there should probably be a subsection just to explain the basics of mass and power. Mexes and pgens should be explained before you go into reclaim. I guess it depends how much understanding of FAF you think they have before they get to the guide.

economy 101 -> over/under building pgens. also, power management. when should you pause things? when should you make e storage and why? having engineers assist an air factory.

Basics of building -> should probably include a section on stalls. Mass stalls, power stalls, when it's okay, when it's very bad. That's also a good time to discuss when the ACU should leave the base (if you can't build more without stalling, you might as well walk out)

Moving to T2 -> it is good to discuss the timing of the move. (After 10 minutes? after your opponent gets it? when you want t2 pgens? If you have a certain amount of income? When you can do it without losing map control? etc.)

Expanding ->
expanding on foot is important too.
when should you build factories at expansions or should you put them all in your main base?

People are going to want to know when to upgrade mexes to t2 and how many to upgrade. And more generally, scaling the eco. How do you scale (which order do you make things) and how much of your economy should you devote to eco-ing at any time?

In my guide (which the community is free to draw from to make a new guide, that's why i made it - viewtopic.php?f=62&t=17559 and viewtopic.php?f=62&t=17577) i have an entire section on reclaim, including about how you can play the same map multiple times, the chokepoints are in the same place, but the reclaim moves. How you might want to build a factory near a reclaim field to scoop it. etc. It's definitely good to discuss reclaim early, but one of the main things I see separating people in the 500-700 range and the 800-1k range is making the effort to take reclaim after the first 8 minutes.

You could probably make an entire subsection in the guide all about the UI. attack move, factory attack move, split attack, selecting units on a transport, deleting queued orders, etc. etc.
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