Development Cap/Tutorial Mode

Out-of-character discussion forum for players of Cantr II to discuss new ideas for the development of the Cantr II game.

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west
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Development Cap/Tutorial Mode

Postby west » Tue Nov 18, 2003 1:24 am

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.
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The Industriallist
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Postby The Industriallist » Tue Nov 18, 2003 1:41 am

Something like that would be useful. I lost a potential new player because he was ordered to work or die as soon as he was spawned. (must have been in Lad, I guess). He just wasn't ready for that kind of thing :evil:
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creepyguyinblack
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Postby creepyguyinblack » Tue Nov 18, 2003 2:14 am

I think that might also be too complex for new people. I think more complete and more visible documentation would be more useful. I think someone has tried this in the past, but if we just write out some more help files and put them on the main page, it could help.
west
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Postby west » Tue Nov 18, 2003 6:41 am

that too...
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sammigurl61190
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Postby sammigurl61190 » Tue Nov 18, 2003 7:55 am

Someone should take screen shots, then show what they do--a new help file would be very nice. I'd be happy to help if it'd be done; I need something productive to do! :lol: :wink:
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Postby Chrissy » Tue Nov 18, 2003 11:36 am

I like the sink or swim method.

Chrissy
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Solfius
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Postby Solfius » Tue Nov 18, 2003 5:20 pm

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? :twisted:
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Postby XBL » Tue Nov 18, 2003 9:39 pm

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.

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Postby Meh » Tue Nov 18, 2003 9:47 pm

I was thinking more of an OOC "island" with no ferrying.

Without the grid system in place this could actaully be a "lost valley" on an existing island that is not connected to anything.

PD could edit chracters and delete weapons with impunity so that most of what goes on is just trying things out.
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Solfius
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Postby Solfius » Tue Nov 18, 2003 9:51 pm

A combination I think of both OOC island and documentation would work best I think
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Postby new.vogue.nightmare » Tue Nov 18, 2003 11:16 pm

I picked up Cantr perfectly well within ten minutes, with no newbish behaviour period, and I'm a total chowderhead.
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sammigurl61190
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Postby sammigurl61190 » Tue Nov 18, 2003 11:45 pm

Well, me too--but not everyone has advancved capibilities that version 1.0 and 2.0 have. :wink: :D
The Industriallist
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Postby The Industriallist » Tue Nov 18, 2003 11:54 pm

I had no trouble starting either, but I have some experience with roleplaying and generally can pick up and use computer stuff. Some people do need tutorials.

I think there should be a short time limit on the tutorial island. 1 or 2 Cantr years. It shouldn't become an independant miniworld.
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kroner
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Postby kroner » Wed Nov 19, 2003 12:01 am

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.
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west
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Postby west » Wed Nov 19, 2003 2:40 am

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.
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