Development Cap/Tutorial Mode
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west
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Development Cap/Tutorial Mode
Having been a playa for well over a year, I've seen the game undergo substantial evolution. Now, I've been a fan of most of the changes, and I've been enjoying myself thoroughly. But the current trend with suggestions seems to be to make the game more complex and more complex as we go. This is fine for those of us who already know how the game works, but newbies are finding it ever more difficult to get started here...there's just so much to learn.
I'm all about new developments, but they shouldn't come at the expense of playability.
A possibility, then, for new players: A tutorial island where they can spawn their first characters with a few experienced gamers in *advisory* (not necessarily powerful) roles on the island...until they feel comfortable with the game interface...then maybe have them make their way to a port on that island which is run by staff....they're put upon boats and ferried to random locations on one of the established islands...and no more of their characters spawn on the newbie island.
Just a possibility....so newbies can land on their feet and not be overwhelmed at first blow.
I'm all about new developments, but they shouldn't come at the expense of playability.
A possibility, then, for new players: A tutorial island where they can spawn their first characters with a few experienced gamers in *advisory* (not necessarily powerful) roles on the island...until they feel comfortable with the game interface...then maybe have them make their way to a port on that island which is run by staff....they're put upon boats and ferried to random locations on one of the established islands...and no more of their characters spawn on the newbie island.
Just a possibility....so newbies can land on their feet and not be overwhelmed at first blow.
I'm not dead; I'm dormant.
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The Industriallist
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- creepyguyinblack
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Chrissy
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- Solfius
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Chrissy Spencer wrote:I like the sink or swim method.
Chrissy
Kind of agree, ferrying new characters to random islands does put spawning in non-coastal areas out of the question, and would be hard to explain when procreation came in.
But a totally separate island, that is not accesbile to the main world where new players can learn the game, perhaps a max character limit on how many times you can spawn there.
The other thing with the original idea is what if some nation takes over the newbie island?
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XBL
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I think there should be more, simple to understand, documentation. Maybe even in several languages. And why would a newbie island be better than a 'normal' island? Ok, I must admit, Lad. isn't the best place to spawn, but spawing on a newbie island, and then ferried away is something that will be confusing.
That's why I say better documentation: explain how things work, and why things as laws are important. Just tell them more about how it's all working in the game.
Jochem
That's why I say better documentation: explain how things work, and why things as laws are important. Just tell them more about how it's all working in the game.
Jochem
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Meh
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The Industriallist
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- kroner
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I agree that more newbie help should be available in what ever form. I had the game very thoroughly explained to me by my friend The Industriallist here, and it was very easy for me to start without any stupid period of "what's this potatoe in my inventory screen mean??". My other friend made a first character, picked up a screwdriver and then didn't log on for a day or two and was beaten to death before he came back. I think it scared him away. I don't like to see that happen because cantr is such a good game.
DOOM!
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west
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I found it easier to start, too, but back then things were simpler
pointing? what pointing?
and you knew everyone's names.
no pulling, no dragging, no animals,
no repeating harvests, steel was a harvestable resource, no cotton, no salt, no fruit, no little fishies,
very few people had seen bikes, and nobody had a car.
the list goes on
i'm not that bright, but the gradual implementation made it pretty easy for me. Don't know how I'd fare these days.
pointing? what pointing?
and you knew everyone's names.
no pulling, no dragging, no animals,
no repeating harvests, steel was a harvestable resource, no cotton, no salt, no fruit, no little fishies,
very few people had seen bikes, and nobody had a car.
the list goes on
i'm not that bright, but the gradual implementation made it pretty easy for me. Don't know how I'd fare these days.
I'm not dead; I'm dormant.
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