wow you convinced me!
SpiderJerusalem wrote:well than thats there fault for being stupid.I actually read that shit before starting to play
SpiderJerusalem wrote:I for one like it if I have to learn to play while reading about the stuff I don't get or don't understand.I always hated tutorials or games that are dumbed down so every stupid shithead could play it without thinking about what he does.
Pictor wrote:SpiderJerusalem wrote:I for one like it if I have to learn to play while reading about the stuff I don't get or don't understand.I always hated tutorials or games that are dumbed down so every stupid shithead could play it without thinking about what he does.
There used to be more companies that thought that way.
They went out of business.
Gauteamus wrote:The idea is a good one - the starter cave is a mess, and a newbie is likely to miss the significance of the different exits.
The OP suggestion with all the choices collected as buttons in one place is one way to make the cave more transparent.
Alternatively, there could be some number of runestones in there, showing a minimum of documentation on what is going on.
This would also teach the newbies the importance of reading runestones.
Jackard wrote:Charterstones, a case where the idea works about as well as it sounds: not at all.
Tonkyhonk wrote:Pictor, as i said on another thread, do a bit more reading, or play a bit more to learn whats going on.
Charter spawn is a fabulous concept IF all players were really new with decent will of actually playing it for ropes.
but once you start running a village yourself for long enough, you can understand that no decent villages would activate it for the original usage and purpose.
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