Step 5 of 5
Step 5 — Settling in: controls, updates, costs and stopping
The first evening is the part people plan for; the fortnight after it is the part that decides whether the hobby is a pleasure or a low-grade obligation. This step covers the five habits worth setting early, and the one procedure worth knowing before you need it — how to leave.
What the second week is for
Almost everything that matters about living with a game of this kind is decided in the second week, not the first. By then the novelty has gone, the controls are familiar enough to be worth customising, the first update has arrived, and the store has made its first offer to someone who now has a reason to care.
A fortnight, laid out
- Day 1. Tutorial completed, as Step 4 describes. Settings chosen by you rather than guessed for you.
- Days 2 to 4. A handful of matches in the most forgiving mode. Expect to be outclassed. The useful question is not whether you won but whether the picture stayed smooth.
- Day 5 or so. First real control change: move two or three bindings that keep catching you out, and nothing else.
- Around day 7. First update arrives. Note how long it takes and how much space it costs.
- Days 8 to 12. You begin to recognise maps and situations. This is when the game becomes a game rather than an exercise.
- Around day 14. The checkpoint. Count your hours, re-read the spending rule you wrote in Step 3, and decide honestly whether you are still enjoying this.
Control bindings, and changing them once
A binding is the link between a key, button or axis on your hardware and an action in the game. Games in this genre ship with dozens of them, and the default set is a compromise written for everybody.
The sensible approach is to change a small number, late. For the first few sessions, use the defaults, and keep a note of the two or three moments where your hand reached for the wrong thing. Then change exactly those. Rebinding forty keys on day one guarantees you will not remember any of them.
Three particular items are worth checking early regardless. The control that lets you look around independently of where you are pointing — usually a key or a mouse mode — is the one beginners most often never find. The push-to-talk key, if voice chat exists, should be a key you cannot press by accident. And any key that restarts, surrenders or abandons a match should not be adjacent to one you use constantly.
Moving up a control mode
At some point the forgiving mode starts to feel like it is deciding things for you, and that is the signal to try the next one up. There is no schedule for this and no advantage to rushing it.
When you do, expect the first session in the new mode to be bad, and expect that to be temporary. Vehicles handle differently rather than merely harder, and the skill being learned is new rather than extended. Many players move between modes depending on mood for years. Staying in the forgiving mode forever is also a complete way to play; nobody is marking you.
Patch days and what they change
A game of this type updates often — in some cases weekly for small fixes, with larger updates every few months. Three things follow.
First, you cannot play during an update, and a large one arriving on the evening you had set aside is an ordinary annoyance. If the publisher announces update timing, knowing where that announcement lives is worth five minutes once.
Second, updates change the game. Values are adjusted, vehicles are added, maps are altered. A machine or tactic that worked last month may be different this month, and this is normal for a service rather than a sign that something has gone wrong.
Third, updates consume data and disk space. If your internet plan has a monthly allowance, recurring multi-gigabyte updates belong in your household's planning. This is the single most-forgotten cost of the genre.
When something stops working after an update
The ordinary first moves are to let the client verify its own files, update your graphics driver, and restart. If the problem persists, the vendor's support channel is the right destination, because only the vendor knows what changed. Downloading a third-party fix is not a remedy; general guidance on trustworthy software and account security for Australians is at cyber.gov.au.
Disk space, six months later
The install size you planned for in Step 2 is the starting figure, not the resting one. Content is added faster than it is removed, and a client of this kind is routinely larger after a year than on the day it arrived.
Two habits keep this from becoming a problem. Check free space on the game drive once a month, which takes fifteen seconds. And when the figure gets low, move something else off the drive rather than deleting parts of the game, because a client with pieces missing will simply download them again.
Keeping the spending rule you wrote
You wrote three lines in Step 3: a twelve-month ceiling in Australian dollars, a minimum number of hours before spending anything, and who else has to agree. Week two is when that paper earns its keep.
The practical mechanics are dull and effective. Keep card details out of the account so that any purchase takes a minute rather than a second. Convert every in-game price back into Australian dollars before judging it, because an invented currency is designed to be hard to judge. Keep a plain list of what you have spent, with dates — the running total is the information the game will never show you in dollars. And treat any time-limited offer as a reason to wait rather than a reason to hurry; in a game that has been running for years, a similar offer will come round again.
If a purchase is not what the seller described, that is consumer territory, and the Australian Consumer Law applies to digital products sold here. The Australian Competition and Consumer Commission explains the consumer guarantees and how to raise a problem. Keep your receipts; they are usually in the account's purchase history and in your email.
Other players, muting and reporting
Most matches are uneventful. A minority are not, and knowing the controls in advance means you deal with it in five seconds instead of five minutes.
Find and remember three things: how to mute an individual player, how to turn off chat entirely, and how to report conduct to the publisher. All three exist in games of this size. Using them is not an escalation; it is the ordinary maintenance of a pleasant evening.
If something goes beyond rudeness — targeted abuse, or anything involving a young person — Australia has a regulator for it. The eSafety Commissioner publishes what can be reported and how. And account-theft approaches continue well past week one, so the rule from Step 3 stands permanently: nobody legitimate ever needs your password, and prize or trade messages about your game account are described as a common pattern at scamwatch.gov.au.
Time, and noticing where it went
Progression systems are built to reward the next session, which is a fine thing in a hobby and a poor thing in a habit you have not chosen. The distinction is easy to test: at the fortnight checkpoint, ask whether you are opening the game because you want to play it or because something would be lost if you did not.
If it is the second, the remedies are ordinary. Set a session length before you start. Put the game on a schedule rather than filling gaps with it. Skip a daily reward deliberately once, to prove to yourself that nothing happens. None of this is a judgement on the genre, which is capable of being a straightforwardly good way to spend a Tuesday.
Stopping cleanly
Knowing how to leave is what made trying this low-risk in the first place, so it belongs in the course rather than in a footnote.
- Stop playing first, without deciding anything. Two weeks away costs nothing and tells you whether you miss it.
- Remove the client through your operating system's normal method — the uninstall entry, the application folder, or your distribution's package tool — rather than by deleting the folder by hand.
- Check afterwards for leftover data folders in your user profile, where settings and caches often remain, and remove them if you want the disk space back.
- Decide separately about the account. Uninstalling the client does not close the account. If you want the account closed and the data associated with it deleted, that is a request to the publisher, under their own policy.
- Turn off marketing email from the publisher if you are not closing the account, so that a game you no longer play stops writing to you.
- If you want to know what a publisher holds about you, the general shape of an access or correction request is explained by the Office of the Australian Information Commissioner.
Reinstalling later is usually possible and your progression is normally held on the publisher's servers rather than on your disk, though whether that is so for a given game is for that publisher to state. Leaving is rarely permanent, which is another reason it is not a big decision.
The worked example, concluded
The invented household reaches day fourteen with a few dozen matches behind it, three control bindings changed, one update absorbed, and nothing spent. At the checkpoint, one adult decides to keep playing twice a week with the written ceiling untouched. Nobody else in the house took it up.
That is a complete and ordinary outcome, and it is the one the course was built to make possible: a decision taken calmly, with the numbers known in advance. The example describes no real person and reports no result from any product.
Before you close the course
You have reached the end of the five steps. You can describe the genre, measure your own machine, read a classification record and a requirements table, install a large client in the right order, and leave cleanly. Nothing further is required of you and nothing was signed up to.
If you would like the practical parts on paper, the All checklists page gathers all six lists for printing. If you want to know how this course is put together and who pays for it, that is on the About page and the funding page.
Step 5 checklist
Printed boxes for a pen. This site remembers nothing.
- Put a fortnight checkpoint in your calendar on the day you first play.
- Keep default controls for the first few sessions, noting only what catches you out.
- Change two or three bindings, not forty.
- Find the free-look control, set push-to-talk somewhere safe, and move any surrender or restart key away from your fingers.
- Note where the publisher announces updates, and expect to lose an occasional evening to one.
- Check free space on the game drive once a month.
- Keep card details off the account, and convert every in-game price into Australian dollars before judging it.
- Keep a dated list of anything you spend, and compare it with the ceiling you wrote in Step 3.
- Learn the mute, chat-off and report controls, and use them without hesitation.
- At the fortnight checkpoint, ask whether you are playing because you want to or because you would lose something.
- If you stop: uninstall through the operating system, clear leftover data folders, and handle the account separately with the publisher.
- Turn off marketing email from any account you keep but no longer use.