Inexperienced FPS player - Vanguard Feedback

Hi,

I’ve just tried Vanguard for the first time and hope this feedback/experience is helpful to the development team.

Context to feedback: I have not played a FPS game for the last 10-15 years (personal preference, I enjoy the thinking in strategy games or becoming absorbed in a game’s lore and atmosphere). I have not followed vanguards development nor researched it or others feedback on forums prior, and am not across the lore associated with them in Eve (my total knowledge is they’re connected to the Deathless faction who have the Zarzak Pirate station, which I haven’t visited yet). While I’m probably not the target audience for this product hopefully feedback from across a spectrum of player interests/abilities assists in creating a more robust and broader reaching game.

Reason I tried Vanguard: I had seen the previous vanguard announcements through the eve launcher, with a recently upgraded desktop and internet plus a couple of hours free on a Friday night I decided to try something new.

Initial experience: While brief the black and white intro video set a nice tone and gave enough background for me determine I was a clone working for an institution called vanguard and we were a sci-fi disposable infantry force. I was then plopped into the first (tutorial?) mission. The start felt a little too quick for me with the white clones (their suits looked like white robots and there is an element of ‘uncanny valley’ and robotic movement to them at this stage) engaging right away – I died while trying to absorb what my screen overlay was showing and figuring out the controls/walking into walls. I’m unsure if I missed the tutorial lady mention some of the buttons to press or skipped an overlay screen showing the various buttons but something like this or having it start ‘paused’ or in a safer location could be useful?
I found the keybinding controls through the ESC menu and this helped me immensely, one of the more appealing ones for me was the melee key where my character pulls a knife and stabs the air. I decided then and there that I was going to try using this as my primary weapon! When I was launched back down again I ran between cover at my foes and pulled forth my trusty combat knife – it was somewhat surprising that the white robots were vaporised by my pointy metal/carbon fibre stabby tool and each left a pink brain goo puddle on the ground (at this stage I was not aware that this was to be activated for loot, maybe that could be explained?). Venturing forth I proceeded through the map stabbing more shiny white robot clones, some pale monochrome turrets with blue detection beams (Da Ba Dee..) that got me down (Stabbing these multiple times were what let me realise there was loot to be collected with the ‘E’ key). I proceeded along the route we were limited to discovering Robot Clones that had bigger guns that needed multiple stabs and big red boxes that seemed a little too convenient and out of place that let me refill all the ammunition I hadn’t used.

I found the environment/map while still in an Alpha was quite interesting, detailed and frequently found myself wanting to go explore ‘just over there’ especially when we received views of the broader world with the crashed spaceship in a desert. I understand it is a tutorial mission, and funnelling new players along a pre-determined route is optimal to teach sequentially the gameplay loops, but I did find the feeling of being ‘led by the nose’ a little irritating (like a DM in a roleplay game forcing players to make only the decisions that lead to the story going in a single way). Further for the world, I think the addition of dust, dirt/atmospherics would be handy. Everything felt too ‘clean’ for a crashed spaceship in a desert, no build-up of dirt, no breeze and dust storms plumed up and clogging the air or atmosphere from a recent crash, vapour trails from the spaceships fighting in atmo could also add a greater level of realism. The maps could also benefit from having a rethink on the amount of ‘prebuilt’ barricades all conveniently placed around the crashed spaceship site removing a large amount of the ‘chaos’, the lack of civilians or drones going about salvaging/repair operations. There’s an abundance of containers and general ‘neatness’ and regular orientation to objects that looks to have been neatly stacked vertically lending to the feeling that the ship has either had a swarm of logistics personnel and maintenance crew going through it for the last 6 months to clean and start organising or everything or it’s all been ‘placed’ and feels slightly unnatural. Possibly some ‘lore’ elements and further nuggets to enable us as player to connect with the world and the people who occupy/occupied the space before us as well?

Using the laser tool (button 2, weapon) to cut bars to allow map progression was a memorable if somewhat jarring experience, but definitely shows some interesting map interaction tech potential that could be creatively applied as the game develops further. It was also fun to draw and try and write things on the wall.. I may have died a few times while wandering around trying to write on objects!

The finale of the tutorial mission was fairly difficult with my self-imposed melee limitation, a more developed melee system could be interesting to develop further. Possibly different melee weapons, a physical ablative ‘shield’ that covers a small area that you could hold in one hand to help close on the more difficult foes? These could then be integrated to the crafting system that was introduced at the start of the next mission. I found that the melee gave me an option where my co-ordination, mouse control and speed were not as much of a hindrance to me enjoying the game, I could move around the map without trying to keep the middle of my screen and a cross hairs on the enemy. Being solely melee also let me see the npc model clipping that occurs when I run up to them and press stab – possibly remove the ability to clip partially into the npcs or add an ‘over the shoulder’ 3rd person view, such a view could also help for reducing motion sickness for some players?

With the amount I died during this mission (likely more than most people!) I found the length and repetitive nature of the respawn pod cutscene with the lack of means to speed up or interact with my character (or even just turn the screen black until I was good to go a little irritating. Possibly having a few different launch scenes to keep things fresh, or allow some level of interaction while going through the sequence (could I check my gear, review some map intel etc) instead of seeing the same planet from the same position in space before staring at the same closed metal door before falling out the bottom and proceeding back to white clone stabby time.

After the first mission I was teleported (consciousness moved?) to a base of sorts where I was introduced to weapon customising (crafting I believe came after I finished my second mission?) I think the crafting/customising elements had a solid base but could possibly benefit from being presented in a different manner – it felt a little jarring that a disposable soldier such as myself was technically an expert and happily crafting away with raw materials all these unique upgrades to highly advanced technical equipment. Could the system be presented more as having the customising/building/research done by others on our behalf such as supply sergeants, maintenance and biomedical crew? Not sure what support personnel a clone soldier who jumps consciousness would have, but it feels like this could be more realistic to me – that way we are collecting resources, intelligence, technical and equipment samples, materials and such on their behalf? You could have us peruse the dark sci fi equivalent of a gun magazine for upgrades etc that we ‘barter’ from our support personnel.

My second mission was more interesting than the first – I had greater freedom of a map to explore and achieve the objectives of finding some devices and pressing ‘e’ on them or standing in a circle after pressing ‘e’. The ability to jump on objects and wreckage was freeing (although jumping and ‘climbing’ over things felt a little janky), although the red line and warning text around the map boundaries was a little jarring but likely necessary. I didn’t see other players (likely timezone related for me, something I’m used to) but realised the game has a built in voice transmission system, I don’t have a microphone linked to my new computer yet so would not have been able to interact if there was – possibly some text msg system or a way to let other know I won’t be in comms could be helpful if others are in a similar situation? After dying (a lot more) I finally completed my second mission and this brought my adventure to a close, I might try again depending on free time availability over the weekend and will continue this thread if so.

Summary: I enjoyed and had a fun evening trying something new in a genre I don’t normally look at. While I don’t know what’s already on the market that is similar, the game feels like there is a fair amount of potential, the maps were beautiful and some atmospherics will really bring this right up. The gameplay of moving and shooting is a bit draining and difficult for me, but if the melee is improved and possible different weapons introduced (ablative shields, force batons, mauls, monofilament blades, laser pike, plasma axes and swords..) I could see myself regularly enjoying this as a fun game to play in conjunction with Eve. I found the mission and objective based gameplay much more engaging than other FPS games I had tried previously. I think with other players this could definitely foster a collaborative style of play.. or we would all start shooting each other. Further character customisation and allegiance options could also be interesting – there are other pirate factions or ideologies I wouldn’t mind roleplaying my character as being exposed to.
I hope this feedback is helpful and the perspective of someone who is not experienced in this type of game is useful.

Kind Regards,

Mik

Second Experience: After a busy week Saturday arrives, and with it a modicum of free time. Realising there’s a Vanguard update in the launcher I decide to explore further. I grab my ‘V’ key stabby knife and laser Graffiti Tool before being dropped into my third mission.

Looking around the map (called Aftermath I believe?), there are some subtle differences from my previous mission. Whether this is due to memory failings or changes from the update I’m unsure, what I can say is that the map appeared more realistic than I remember, there was smoke and atmospherics billowing up into the sky, things appeared less ordered and more naturally irregular. The white clone opponents looked to have had a geometry and texture update - rushing up close with my trusty knife showed smoother curved armour and some subtle details around armour joints; scratches and indents with more defined humanoid body shapes making them much more identifiable as suits.

My task was to locate the futuristic equivalent of sea containers, open them with the graffiti laser and pillage the crates inside. Vanquishing some of the weaker white clones and with crates in hand I headed to the closest drop-off point. After setting a variety of beacons using the ‘E’ key this brought in a sci-fi helicopter that hovered above the ground, lowering containers on cable down to me to place my crates inside, the physics on the container lowering looked fairly interesting and I wish I was able to look closer- unfortunately the white clone re-enforcements chose that moment to be dropping in. I rushed to close the distance before they gunned me down, this proved the wrong decision and I crumpled to the ground dead.. again. At this point or one of my future deaths (bear with me, I played a few missions on this map in a row and the chronology may be out) I realised that there was a new mechanic to death, a ‘DOWNED’ bar appeared that started slowly falling, I wasn’t able to figure what I could do during this phase (other than follow a prompt that mentioned pressing ‘space’ to Give Up.. but my clone would never give up!). In hindsight its possible this is a mechanic linked to other players, possibly a ‘revive’ interaction takes place, I’m sure I’ll find out if I ever play with anyone!

Back in the respawn pod hurtling towards the surface again I realised another change had occurred, the atmosphere entry portion of the respawn sequence had been removed, the sequence seemed both faster and showed some orange burn up visuals before the pods steel doors closed, I could also turn my head left and right somewhat- this was a great improvement over last time. Taking a moment to plan things through as the number of enemies present was more than I could kill on my own with the stabby tool, I decided on adapting the brave brave Sir Robin strategy. With judicial application of the ‘Shift’ key I sprinted towards the sea container to collect more crates, then moved back towards the drop off point. The helicopter hovered within its shimmering dome of light while a giant battle occurred overhead, ships cruising or crashing through the atmosphere, flak being discharged and smoke billowing upwards. This felt much more ‘alive’ and dynamic than last time, I felt engaged with my clone in wanting to get these crates loaded as quickly as possible!

With the white clones holding position around the dropoff point I peeked around a rock and channelled my inner Sir Robin, I bravely ran away! The clones followed, and I lead them on a merry walk from the drop off, sprinting around rocks and into cover, peaking out to draw fire before hiding back behind to let my shield recharge and sprinting off again. Once far enough away I doubled back around the clones and deposited my crates, my tactic was a success! I was able to gather 3 more crates before the helicopter decided to leave.. without me, the b@st@rds! Left on my own I needed to build a beacon with the ‘on the ground crafting system’.. running away into a swamp of bubbling toxic goop I pressed the buttons to craft the extraction beacon, placed it down and headed home. The actual ‘on the ground crafting’ sequence felt janky, the expectation that my clone had the technical expertise to MacGyver a device that beaconed up into the sky from the remains of dead clone pink brain gloop was a little far-fetched. That the method of crafting was limited to staring at a small opaque menu overlayed in the top left of the screen, finding the extraction beacon from a bunch of sub menus and pressing it, then waiting as a countdown finished all without any animation or feeling that I was doing ‘something’ was disconnecting from the gameplay experience I was in. I feel like a smoother experience could be achieved if the extraction beacons were issued to the clone prior to the mission, carried around or looted from others instead of being crafted?

With the glory of a successful mission I appeared back in my base station and notified I had completed the tutorials and had free access to other missions. I found a variety of crafting options had opened up to be purchased (sadly no melee or other ones that I could use to protect myself or close to melee easier). I could also select to perform ‘assignments’ (mini campaigns) for a variety of factions, I had Minmatar, Amarr, Deathless and later Ore available to me. There was also the possibility to select a map that was labelled insurgency that mentioned it involved giant lasers and appeared to line up with the Minmatar/Amarr warzone on the homebase map, This however timed out when searching twice in a row for me (possibly due to requiring other players?) so I didn’t explore this further. With the understanding that ranged weapons increased a clones innate cowardness score by 1000% I grabbed the stabby tool and graffiti laser and undertook an assignment for the deathless (they’re the ones I think who are sheltering me at the moment.. so I’ve been working for them already? The lore for this part could perhaps be explained a little better if this isn’t the case).

What followed was an enjoyable couple of hours undertaking 4 sequential missions for the deathless on the Aftermath map. These missions led me to explore across the map, undertaking a variety of tasks and minigames from learning to ‘mine’ different coloured ‘bubble ores’ with the graffiti laser (this was quite fun, I expect the coloured bubbles and low res polygons of the ‘ores’ are placeholder assets, I hope that future development creates much more realistic ore veins and mineral crystallisations, possibly spread and integrated with the landscape in a more realistic manner). A ‘hacking’ minigame that revolved around pattern recognition and counting to determine the correct code to enter into little purple laptops (these looked like they were from the early 90’s although that isn’t a bad thing in my opinion, the game was also enjoyable, and I can see how it could be made with a scaling difficulty). Another simpler clonepod ‘hacking’ game that revolved around using the graffiti laser to open panels, activate a module with ‘e’ and waiting for it to tell you the combination you enter (this mini game could possibly need some work, in particular completing it removes a pod symbol from the map, this could show opponents where you are, it also has no real interaction after you laser the hatch, it’s merely waiting for a countdown to then enter the code your given).

While exploring some dynamic events appeared to start on the map, the one that interested me most was one entitled ‘mining’ (as an avid enthusiast of watching mining lasers in asteroid belts in Eve..) I took a hard left from my current objective and headed towards the location indicated on the map. Upon arrival I found a giant pointy polyhedron (mining drill/laser?) painted Ore yellow, with little black guidewires coming off in cardinal directions to anchor points on the ground. I was stood within a circle around the ‘drill(?)’ and a bar filled green as I ‘claimed’ it, once this was done another green bar on the side of the drill started to fill – I then had to complete a mingame at each anchor where a moving crosshairs had to be navigated back to the center of a screen, this could only be controlled by clicking up, down, left, right arrows – attempting to press the same arrows on my keyboard resulted in exiting from the minigame, it could be a possible idea to allow keystrokes from the arrow keys rather than rapidly moving the mouse to click little buttons in the games screen?). This also led to my first (and only so far) player interaction! While undertaking the anchor point minigame I came under fire and quickly fell into downstate, another player in clone armour came around a column from me and proceeded to enter the mining circle and finish the anchor minigame. While in downstate I found there was no way to interact with them- I could not move nor wave, there was no chat to type a ‘gf’ or ‘gg wp’, indeed as I was dropped back down onto the map in my pod I thought about how I could communicate to team up if I bumped into them again.. I couldn’t come up with anything (this is probably an area for improvement, how could we organise and communicate with other players?).

Knowing that there were other people around and that the locals weren’t friendly I dialled my caution up to 11 and moved towards my next objective of scrubbing clone databases in the downed ship for the deathless. This was my first time entering the behemoth of a vessel in the middle of the map and I must give congratulations to the map designers - it was beautiful and atmospheric! The southern corridor entrance was preceded by a carpet of dead clone bodies and pools of cryogenic liquid gassing from damaged ship remains, creeping down steadily darkening corridors, dodging turret emplacements. When looking into final assets for these possibly reduce the size and change the appearance? Current low polygon pale grey turret model looks very big for to something that appears to shoot rapid fire a low calibre projectile (doesn’t blow you clone apart instantly) and also looks like it would require heavy machinery to install. It doesn’t feel portable, like it wasn’t placed after the crash in the field by other clones for localised security (which considering their locations and orientation relative to the rest of the ship wreckage they must have been), if smaller they could also be better hidden and situated in corridors to surprise players).

One of these darkened corridors opened out into a small platform area, here I found a slowly pulsing handheld device, which when activated brought up ‘Data Log Extract’ screen with what appeared to be a portion of a screenshot, spider senses tingling and excitement building I snipped a copy (see below figure 1) – this is exactly the kind of lore nugget I was hoping to find!


Figure 1: First Data Log Extract Lore snippet located!

Feeling both excited for more and concerned about being hunted by other players before I could investigate this mystery further I crept along, scooting from shadow to shadow, peering out of cover and moving onwards. The tunnel network opened out into a much larger room, with an elevated circular gantry, and a host of fetal position clone bodies suspended in clear, sausage skin like tubing from the roof all bathed in an eery red glow above a giant void in the ground (see below figure 2). This was a mind blowing landscape to walk through and felt like something that would fit right in at a blood raider station in eve!

I ended up finding 4 more of the handheld devices that contained the lore snippets within the main chamber, unfortunately I was unable to interact with one of them, it appeared to be nestled too deeply in the rubble (see below figure 3) and I received no prompt for it despite moving all around and trying to interact from different angles and reposition my center of screen (I noticed a similar experience with an ore deposit that was nestled in part of a ship on the east side of the map, I could only mine half the glowing bubbles in it – it appeared a chunk of metal jutting through it from the wall was interfering with the ability to interact with half of them).

I have included my pieced together data log extracts (see below figure 4) and hope this is of interest to others, I am unsure if there is more than the single piece missing (ie it could be a 2x2 or Nx2 matrix) and if I have additional time will investigate further. With obligations calling I completed the Deathless assignment and portaled back to the real world.

Summary (2nd Experience): I had a much more enjoyable time, some of this will be down to becoming more familiar with the game (I found it much easier to move around, and although things were still fairly quick for me I felt more comfortable and less queasy running around the map than last time) I also think that some things have been changed by the development team (this could also be my progression from the tutorial to the ‘main’ maps where more time has been spent). The maps appeared much richer, more detailed and realistic than last weekend, the irregularity and scattered nature of the map lent credence to the story of a spaceship having crashed and being fought over. The atmospherics with dark shadowy corridors, venting cryo fluid and creepy red glows, the billowing black smoke and ships passing overhead really brought the ‘Aftermath’ map alive for me. The opponents looked and animated a bit more realistically, supporting the lore of being suits rather than blocky robots. Some of the minigames felt fun and fresh while others have room for improvement, but the variety and the dynamic event nature on the map was refreshing. I was able to maintain my self imposed goal of melee only through focusing on the actual nature of the objective (do I need to kill that turrent/enemy or can I sneak past/bravely run away!) so that’s still 0 shots fired by me to date.

While I don’t expect I’ll be able to fit more time in before the ‘Operation Nemesis’ event ends in 5 days (I assume vanguard will be offlined while further development takes place), if I somehow do I’m curious in combing the maps further for more lore snippets, and possibly experimenting with proximity mines to lay traps to dispatch the more difficult foes.
Like before I hope this feedback and experience is helpful to the development team and would recommend anyone undecided reading this in giving Vanguard a go while it’s available.

Kind Regards,

Mik


Figure 2: Wow.. the environment in parts of vanguard is jaw dropping.


Figure 3: The inaccessible Data Log lore snippet that was not to be..


Figure 4: 3xLore snippets compiled! I’m unsure if is a 2x2 or 3x2 or Nx2 matrix.

Note: Above images posted separately due to image post limit of 1 per post for new users.

Greetings.

Thank you for your feedback. I admit I didn’t read the walls of text that should be read in any case to contribute to the Feedback requested by devs.

The data images you reported on the last posts are part of an event that was concluded almost 1 year ago, in previous playtests as announcement of previous EVE expansion (Post-Equinox). So “we already have known about this”.

I’d like just invite you to share (and link this thread) your thoughts entering in the Vanguard Discord as that’s where the activity is higher and there’s the specific sub-forum to post this post. EVE Vanguard