Author Topic: [alpha feedback] Tutorial  (Read 5737 times)

Offline chemical_art

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[alpha feedback] Tutorial
« on: May 04, 2013, 12:27:53 am »
Right now, given just how detailed everything is with this current game, the tutorial needs a LOT, LOT more handholding to even function.

I did as the game said, and went ahead and did some vague ideas of what to do.

The result was I could build. absolutely. nothing.


Right now, even basic units and building require too many different flipping resources!

I was expecting early game that basic units and buildings would need only the core resources. No. it is expected that I build whole economy chains at the start.

This. Simply. Won't. Work.


Building "tiers" need to be cleaned up a lot. Tier one for core buildings that need no other resources, tier two for units that need tier one resources, tier three for those that need tier 2. etc. This is a bread and butter resource mechanic, and it works, for it prevents needing spreadsheets.


Military- You desperately, desperately need some more units then just the current units. They feel like tier 3 units, units that need whole economies to support them. You desperately need units that don't require so many different types of resources to build. I don't need / want huscarls at start. I want serfs.

Whoa, how am I even to have a *clue* of where to put things like diplomats given just how aggressive everything attacks them.

How am I supposed to know how many chapmans I need if I haven't even seen how gameplay goes out?



This tutorial simply is failing to convey how to play this game with much guidance. It gives the impression you can do anything on low difficulty. But the economy and military do not follow this premise right now.


I don't even know enough to comprehend what I don't know on some level.

A good start would be to setup an example map that can let players simply watch two fairly standard yet well placed cities do their thing. And to point out how each building / resource is critical in game rather then me having to read 50 tooltips.


Too aggrevated to even start gameplay since I need 5+ buildings to build any military units.


Currently there is no learning curve, it is a learning cliff.



The calming music helped to give me the patience to at least try to stick out the pre planning stages.


Can't even make mantis issues, even with me saying I would disregard my aversion to it for the sake of the privilage of being an alpha tester. Simply because I can't play right now.
« Last Edit: May 04, 2013, 03:01:14 am by chemical_art »
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Offline chemical_art

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Re: [alpha feedback] Tutorial
« Reply #1 on: May 04, 2013, 02:59:48 am »
Distant thoughts:

-had no guidance whatsoever how the flipping game works, or even what to do (intentionally did minimal reading)
-game told me, way too late, not to worry
-except the game mechanics are still made so I do have to worry
-I have no idea what the heck I'm supposed to do (if I didn't read the forums)
-I have no idea how the game plays out, yet I'm expected to build not one but two cities from the ground up
-Economies are waaay to complex at a "tutorial" phase with such little hand holding

--In general, the tutorial doesn't convey the hand holding that is implied of a training mission, nor the limited buildings and options expected of a first mission.

It is way, way too broad and deep. This is coming from someone who won their first game of AI War on 7.0 with no knowledge aside from "only take worlds you need" in the 3.X era.

I should not have to devote an hour of strategic reading to understand how to pre-plan the tutorial mission, let alone play it.
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Offline chemical_art

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Re: [alpha feedback] Tutorial
« Reply #2 on: May 04, 2013, 11:36:47 am »
Another method:

Make several levels of tutorial. The player can choose any one at any time.

Each level of tutorial expands player knowledge, with the first level giving the bare minimal of military and economy, second level expanding these while adding it other things, third level adds in more...
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Offline Cinth

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Re: [alpha feedback] Tutorial
« Reply #3 on: May 04, 2013, 12:24:31 pm »
Once you get a concrete idea of what you want to suggest, you really should put it on mantis.

Chris has made a point of directing everyone there to keep stuff from getting lost :)
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline chemical_art

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Re: [alpha feedback] Tutorial
« Reply #4 on: May 04, 2013, 12:34:16 pm »
Once you get a concrete idea of what you want to suggest, you really should put it on mantis.

Chris has made a point of directing everyone there to keep stuff from getting lost :)

I understand, but see my sig.

You can claim the idea as your own as well.  :)
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Offline Cinth

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Re: [alpha feedback] Tutorial
« Reply #5 on: May 04, 2013, 12:51:41 pm »
Tell you what, build a good suggestion post and I'll mantis it for you. 

You can probably leave out the tutorial stuff since it is going to get some work (lots of people complaining about it).

You've got some good stuff here though :)  And no, I don't want credit for your ideas  :P

Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

 

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