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how to help new players - an easy way to win team games

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10 years ago
New players, you love them or you hate them. They're cute, do silly things and have no idea what's going on. They mostly don't contribute to your teams victory, because they have no idea how. They just want to be safe: better make more defences to avoid being rushed like last game. They are curious and want to try out every single unit/building/factory they can build.

Researchers have found though that using pro chat skills can turn these sweet noobies into real LEAN MEAN KILLING MACHINES.
Helping noobies to play like average players will make them perform high above their elo, which will turn the balance in favor of your team.

Sounds easy, nothing new, been doing that for ages? Apperently not for everyone: some high(er) elo players still can't seem to help new players. "replay or gtfo!" you say?
watch this: http://zero-k.info/Battles/Detail/187771
In this battle our favourite firefighter, sfadboy, and his loyal companion, hower, get teamed up with a very new player, mojoe and a relatively new player, john hunter.
They make some attempts at giving advice: labeling 'porc here' at 2/3 of the map, and telling them to 'make units'.
good advice, but hard to understand for new players, if they've seen the message at all. Another mistake they made is using game slang like 'porc', most new players have no idea what that is, they know nothing.
Also, vague advice like 'make units' won't help "I is making units, i hav liek 6 masons". You'll have to be more specific.

To get a message to a new player you should first get his attention. A new game is full of new impressions which ask for attention, so you better start talking to them in the lobby or before the game starts.

Ask if they're new, if they have RTS experience and if they'd like some advice. You could advice them to spectate a game first, or better: spectate a game together with them and explain what's going on and tell them why players play the way they do. (unit type, RPS, counters, macro/micro,...)

Ingame however, it gets harder, you'll have to play, watch newer players and help them all while the game is running.
Tell them why map control is important (hint: it's to get mexes, which give metal, which ....), and tell them how to achieve it (make raiders, take mexes, make radar, build some light defences in the middle,...)
Tell them about the units and the situations they encounter, and how they can succesfully counter them.
(raiders incoming, hide yo cons, get ur own raiders and riots over there, make llt or: 'dont attack heavy defences head on, build up some forces first, make arty, go around,...)

Tell them what they should and shouldn't do, what they could (have) do(ne) better and more importantly: what they did good.
A motivated newbie is worth a bizzillion of resigning trolls!

When the game ended, your mentorship doesn't stop: discuss what went well and what didn't, talk about some turning points in the game and what the other team did well/bad. Repeat some important lessons.

When the new player ignores your advice or makes clear he doesn't need/want to be helped, don't be mad. They just decided to learn the game the hard way. Or not. "U can take a n00b liek, to teh water, but u cant liek, make a n00b drink" -teh pwnerer-

I hope some of you might have learned something and will try to apply these lessons ingame. Appart from winning some games, you might achieve something even better: made friends, convinced a new player Zero-K is da bomb, made the community into a better place for us all :D

xoxo,
Flipstip

P.S.: plz leave comments, remarks, additions and improvements below

TL;DR: (dont you TL;DR on me, I put my heart into this text! <3 noobies)
treat noobies like you would treat your own kids
+27 / -0

10 years ago
quote:
Researchers have found though that ...




congrats!
+4 / -0
10 years ago
quote:
New players, you love them or you hate them. They're cute, do silly things and have no idea what's going on. They mostly don't contribute to your teams victory, because they have no idea how. They just want to be safe: better make more defences to avoid being rushed like last game. They are curious and want to try out every single unit/building/factory they can build.

best nab description ever
+1
+5 / -0
Skasi
10 years ago
I was expecting..
!votekick insertPlayerName

Make new players auto-join a channel full of friendly, helpful mentors! A "Help!"-tab in ZKL could bring up that channel.

Alternatively we could just "Welcome!" every new player we see in #zk and ask if they are doing fine.
+6 / -0
10 years ago
quote:
Make new players auto-join a channel full of friendly, helpful mentors!

What if that channel was frequented by sfireman smurfs?
+1 / -0

10 years ago
some of those helpful freindly mentors would be admins

that would be spotted, and 0 tolerance levied
+1 / -0
10 years ago
quote:
Make new players auto-join a channel full of friendly, helpful mentors!

They autojoin #zk already, and most admins can be found there, ready to solve their problems.
+1 / -0
10 years ago
I wouldn't mind helping some new players when i'm around. But a lot of questions of new players are tech-questions i can offer little help with.
+0 / -0
10 years ago
quote:
treat noobies like you would treat your own kids


I don't like children... and I never wanted to had any.
+1 / -0
10 years ago
quote:
I don't like children... and I never wanted to have any.

That's ok, i suggest you just try to avoid playing with new players then. Try the 1v1 room or experienced host.
+4 / -0

10 years ago
quote:
I don't like children... and I never wanted to had any.


so you have children or how to interpret this...? (because children are so full of joy to my opinion.)
+3 / -0
10 years ago
Very well done, Flipstip. You've convinced me. ^^

Next time I'm teamed up with newbies, I'll see if I can spare some time to educating them about how the game works and what to do in different situations. Of course, dividing my attention like that isn't always easy, but I think that it might actually HELP me stay on top of things because it would force me to put more of myself into all aspects of the battle.
+2 / -0

10 years ago
quote:
I don't like children... and I never wanted to had any.

I am sincerely grateful that you will not be propagating your genes.
+2 / -1
Skasi
10 years ago
quote:
They autojoin #zk already, and most admins can be found there, ready to solve their problems.

I know that and most players do, but new players might not. They could be scared of asking in "public", maybe they didn't meet any friendly players yet, maybe they see people talking there and don't want to interrupt.

I really wonder why we don't see more people asking for help in #zk. With the amount of new players we see every day you could really expect many many questions.
+2 / -0

10 years ago
mhm, not sure really most players know what #zk is for. To speak for me, I never even considered asking something there, always did in the battle room.

Either its only me missing the #zk channel (which may wellbe), or it's just not prominent enough to be recognized by new people
+0 / -0
Back when i was actually actively playing i hung around a lot on the 1v1 hosts. Players learn fast there (and so did i when i started), with close to all frequent 1v1 guys helping where they can.
However, coming to my point, there's tons of mechanics to explain. RPS triangles, mexing, land control/radar, porcing (or rather not doing it unless needed), countering units... Most of this is encountered in a normal game, and each of those points is already condensed heavily in the manual. Teaching it in chat is (a lot) less structured and takes quite some time, mostly after/between games.

What i'm getting at is that there's a lot of information that would ideally need to be conveyed (@Flipstip already mentioned many points). Ingame (when the newb is focused on other stuff) this may pose somewhat of a problem for the "mentors", it's hard to give good concise and clear advice that the new player can implement directly.
How would you make a newbie build a solar to connect OD grids? "Connect these grids" is opaque to a newb, there's no "grid" (btw, why is it called that way?), just coloured circles. "Solar here" might get ignored because it doesn't sound important. "Build solar here to get more metal" might work, but he might misplace it. By the time you write a clear message including the need to overlap the circles, your own constructor would've probably done the job already.

Also, language problems. I've been trying to help players without response, just to find out that they understand nothing but spanish. Not sure what to do with those players...

All of this is not meant as a demotivation, but just to keep people on their toes about how difficult teaching can be. I commend BErankFlipstip for doing a big move in making this community more noob friendly, also props to anybody who tries to help new players. What actually matters is giving new players a feeling that they're welcome and that the community is friendly, not making them pro players on the fly.
+2 / -0
quote:
What actually matters is giving new players a feeling that they're welcome and that the community is friendly, not making them pro players on the fly.

Those rare moment when you succeed in helping them contribute to team effort and win, are worth gold, considering how much team spirit and friendliness they generate.

Works better in small teams, though.
+3 / -0
10 years ago
Whenever I can I try to help, but I am always busy fighting my own front and cant afford to lose the time and micro on teaching a new player. I think that people must read the manual if they want to help the team because then the information can be given in a concise and explanatory way that has been thought about properly and does not need large breaks in the information when you are trying to avert disaster on your own front.

If the very important information in the manual were displayed in huge red flashing text or something then people might not even need constant help ingame. If the manual could be made much more obvious then people might actually read it. I can (re)write the manual pages quite well if they would actually be used. I think a URL to a well written manual page and talking about how that applies to the previous game would be much more effective. People will play much better if they have read the manual (sometimes to the point when they get accused of smurfing). As I say, if the manual needs updating and it will actually be used, I can certainly do that.
+0 / -0

10 years ago
It is prety much fact that players dont read manuals before playing. I think you should teach them small things per game. Like connect grid, reclaim metal. You have to remember new players are much more occupied with small things then us veterans who do those things automatically.
+1 / -0

10 years ago
Very nice post and heart-warming friendliness towards noobs.

I must confess however that I don't have the patience and will to do all that. My way of welcoming new players is to let them play as they want. I virtually never make a bad comment to newbies. If we lose because of their newbiness? It will (1) show that I (and other older players) am not good enough to be able to take up the slack (2) teach them that something went wrong with the team. In looking to know what, they'll get better.

+2 / -0
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