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Tutorials/Campaign Critique

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Date Editor Before After
11/6/2016 3:12:17 AMMYrankAdminHistidine before revert after revert
11/6/2016 2:57:26 AMMYrankAdminHistidine before revert after revert
Before After
1 General comments: 1 General comments:
2 * As shown in the feedback from the GDC event, a basic UI tutorial is badly needed. Ideally it'll disable all UI elements except that needed to perform the task ( or to exit the game) . ( General basic UI like the commands menu also want improvements; details to be seen later. ) 2 * As shown in the feedback from the GDS event, a basic UI tutorial is badly needed. Ideally it'll disable all UI elements except that needed to perform the task ( or to exit the game) . ( General basic UI like the commands menu also want improvements; details to be seen later. )
3 * The new implementation of campaign will do a much, much better job (as in, more than a bunch of offhand references) of actually explaining the context of the story. Or telling the story in general. 3 * The new implementation of campaign will do a much, much better job (as in, more than a bunch of offhand references) of actually explaining the context of the story. Or telling the story in general.
4 \n 4 \n
5 That said, some of your comments I find just plain bizarre: 5 That said, some of your comments I find just plain bizarre:
6 [spoiler] 6 [spoiler]
7 [quote]Moving a commander through a battlefield is not only onerous and stressful[/quote] 7 [quote]Moving a commander through a battlefield is not only onerous and stressful[/quote]
8 Now there's a real danger in dev typical-minding, but still I am having an extremely hard time applying either of those adjectives to "move through fairly weak resistance at your own pace". 8 Now there's a real danger in dev typical-minding, but still I am having an extremely hard time applying either of those adjectives to "move through fairly weak resistance at your own pace".
9 \n 9 \n
10 [quote]it fails to teach basic things like camera controls, fight move, line move, queueing commands and so on.[/quote] 10 [quote]it fails to teach basic things like camera controls, fight move, line move, queueing commands and so on.[/quote]
11 With the possible explanation of line move, all of this things are specifically described in text entries in Tutorial 1. 11 With the possible explanation of line move, all of this things are specifically described in text entries in Tutorial 1.
12 (This is really rather inadequate; it needs to [i]force[/i] the user to do those things at least once. But it is still taught.) 12 (This is really rather inadequate; it needs to [i]force[/i] the user to do those things at least once. But it is still taught.)
13 \n 13 \n
14 [quote]In the second mission you get random unit counters thrown at you while you're trying to learn just to build mexes and solars and maybe produce your own damn glaives[/quote] 14 [quote]In the second mission you get random unit counters thrown at you while you're trying to learn just to build mexes and solars and maybe produce your own damn glaives[/quote]
15 No unit counter events take place until you finish building the solars and mexes. After the factory is completed, nothing happens until and unless you actually move forward. 15 No unit counter events take place until you finish building the solars and mexes. After the factory is completed, nothing happens until and unless you actually move forward.
16 \n 16 \n
17 [quote]And then you get to fight a DDM![/quote] 17 [quote]And then you get to fight a DDM![/quote]
18 There is no DDM in any of the first two tutorials. I recall past implementations (the old MoonQ10x tutorial, and possibly an older iteration of the glacies one) having DDMs, but in any case the point is that you do not fight them, you disable them with artillery and/or killing the grid links. 18 There is no DDM in any of the first two tutorials. I recall past implementations (the old MoonQ10x tutorial, and possibly an older iteration of the glacies one) having DDMs, but in any case the point is that you do not fight them, you disable them with artillery and/or killing the grid links.
19 \n 19 \n
20 [quote]The fact that the campaign takes place after the planetwars is also a bad setting. The planetwars, the involved factions and the events surrounding them obviously are more interesting than what happens in some middle-of-nowhere bunghole a thousand years later.[/quote] 20 [quote]The fact that the campaign takes place after the planetwars is also a bad setting. The planetwars, the involved factions and the events surrounding them obviously are more interesting than what happens in some middle-of-nowhere bunghole a thousand years later.[/quote]
21 This looks like a criticism of the post-apocalyptic genre in general. Which, as everyone knows, never has any interesting aspects (including politics and such) of its own and has never sold well. 21 This looks like a criticism of the post-apocalyptic genre in general. Which, as everyone knows, never has any interesting aspects (including politics and such) of its own and has never sold well.
22 \n 22 \n
23 [quote]For example in the mission on ravaged where you play shields, if you build thuglaw you can kill the null AI but if you do you die to the CAI which builds counters. If you build bandit/rogue you can win but you won't be able to kill the null AI because it has too much porc.[/quote] 23 [quote]For example in the mission on ravaged where you play shields, if you build thuglaw you can kill the null AI but if you do you die to the CAI which builds counters. If you build bandit/rogue you can win but you won't be able to kill the null AI because it has too much porc.[/quote]
24 So... make both, or switch builds? 24 So... make both, or switch builds?
25 \n 25 \n
26 [quote]Another example is that tanks/veh mission where the CAI sits behind a wall of DDMs on hills. Not only is that mission ridiculously difficult but impalers are disabled when they're basically the only thing that could hit the DDMs. Because of that most of the units you can build are useless and you end up having to grind over it very slowly with wolverines and pillagers until you can punch a tiny hole in one side of the DDM wall to get to the CAI's fac.[/quote] 26 [quote]Another example is that tanks/veh mission where the CAI sits behind a wall of DDMs on hills. Not only is that mission ridiculously difficult but impalers are disabled when they're basically the only thing that could hit the DDMs. Because of that most of the units you can build are useless and you end up having to grind over it very slowly with wolverines and pillagers until you can punch a tiny hole in one side of the DDM wall to get to the CAI's fac.[/quote]
27 The point of the DDMs is (again) not killing them. Find gaps in their coverage (easy with defense ranges + global reveal of map) and go through, destroy pylons, get free rein of the map. 27 The point of the DDMs is (again) not killing them. Find gaps in their coverage (easy with defense ranges + global reveal of map) and go through, destroy pylons, get free rein of the map.
28 [/spoiler] 28 [/spoiler]
29 \n 29 \n
30 My current todo resulting from discussion is: 30 My current todo resulting from discussion is:
31 * Basic UI tutorial 31 * Basic UI tutorial
32 * Simpler tutorial 1 (don't have the distracting battle on the left side) 32 * Simpler tutorial 1 (don't have the distracting battle on the left side)
33 * Redesign missions to be less sandbaggy where needed (e.g. on 4E one could make a case for removing the DDMs entirely) 33 * Redesign missions to be less sandbaggy where needed (e.g. on 4E one could make a case for removing the DDMs entirely)
34 * Actually make progress on the new VN campaign 34 * Actually make progress on the new VN campaign