Every game that loses contact with new players will eventually get a toxic community of old veterans with no new players coming. I can imagine that you have dozens of ideas/features to implement while being a small team of unpaid devs but I urge you to focus on new players. So that leads me to an assumption (which might be wrong) that you don't consider newbie-friendliness important. It turned out that most of my proposals have already been proposed but haven't been implemented. Imagine it reallife: it makes more sense to talk about quantities that you want inside a warehouse while being inside it, not on a random road. I understand your perspective but for new players I think it is more natural to set target quantities where they will be stored. So I suggest moving this menu to HQ/warehouses/ports. For example the 'Configure Economy' menu: so if it's tied to a graph of flags, it can't be in the bottom menu (like I proposed before) sinse there are global settings. Show just the important, cut everything else out. You should use the same mindset while reworking the ingame wiki/pop-up messages too. I don't think so because these are the exact differences between a quick or boring tutorial, between a player that skips the tutorial or a player that actually does the tutorial. You might be thinking that I'm freaking out over nothing. They did the playtesting (that I wrote about in the previous post) for you, you can just utilize it. Consider buying ( downloading) S2:10thA and play their tutorial next Widelands'. I could be going on and on but I think you get it. Check these in order now: this, this, this, this and this. Striked text means that I would remove it. Now I will be very specific and comment messages of the basic tutorial while comparing them with basic tutorial of S2. If you want to keep these separated, you can but there is still a lot improve in the tutorials to make them less boring and more straight forward. In the context of Widelands it would mean that what you teach in the basic tutorial would be in the first barbarian mission. Another way of explaining this is that the player should be rather overwatched by a guide that steps in only when required than to being told what to do. Tutorial and actual game have to blend together. He shouldn't be choosing between a boring tutorial or getting lost in the actual game. The first levels of a game should teach the player while being as interesting as the actual game. So if a veteran starts playing the game from the beginning, he quickly slices through the first easy levels. If he doesn't get stuck and does what he's expected to do, he isn't bothered with any messages at all. When he gets stuck, a short message with an arrow pops-up to tell them what to do. So instead of going through a rigid tutorial "do this and click on that", the player starts the first level of the game and only if he gets stuck, he gets a hint about what to do next. Nowadays people just want to straight play. Tutorials are old school way of teaching new players. Now I will try to clarify the important message I was trying tell you: hessenfarmer I can't understand why people always put "the game is hard to learn" and "I skipped the tutorials" in the same sentence Because that's just how it is. the invincible fields - you were right about the 10 minutes delay but it feels long, in S2 it is 5 minutes and that already feels long - but this isn't important at all. From the gameplay side, they're nearly identical but some bugs were fixed in the 10A version, e. And also I wasn't clear that evertime I was reffering to S2, I was actually reffering to the 10th Anniversary version of it (I've never played the old S2). Wanted to save the world, then I got widetracked Top Quoteīefore I start: Nordfriese May I ask which version you are using – I assume build21 Yes build21. ![]() It makes much more sense to simply cut some roads. To have two distinct economies with shipping, you have to build a port, then build a warehouse, and then dismantle the port again. To split of economies with ports, you have to dismantle the connecting port(s). Like Nordfriese, I have never played Settlers 2 in my life. ![]() Let's be honest, at least 95 % of players of Widelands have played S2. Tutorials - I know that there are the tutorials and that it needed a lot of work to make them but nearly everyone skips tutorials right away. I thought the trade feature has not been implemented yet? Joking aside: I've already shared a lot of my insights. ![]() To make things worse, our very best player never shares his trade secrets, which may indeed be good for refining balance.
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