Starter Cave Revision

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Starter Cave Revision

Postby SpiderJerusalem » Mon Apr 25, 2011 12:46 pm

Pictor wrote:
novaalpha wrote:Fixed it for you.

SpiderJerusalem wrote:well than thats there fault for being stupid.I actually read that shit before starting to play


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wow you convinced me!
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Re: Starter Cave Revision

Postby Jackard » Mon Apr 25, 2011 12:58 pm

SpiderJerusalem wrote:well than thats there fault for being stupid.I actually read that shit before starting to play

learning the game shouldnt depend on external sources of information
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Re: Starter Cave Revision

Postby Pictor » Mon Apr 25, 2011 1:00 pm

I had to take a moment to gather my thoughts. It was a facepalm moment.

Okay.

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In games, in MMOs, in real life, most people don't dig through the documentation. Consider for a moment the absurdity of having a feature targeted at newbies that is sufficiently out of the way that most newbies miss it entirely. It's like putting tampon advertisements in male toilets. Do I really have to explain in great detail why this might not be a winning strategy for player retention?
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Re: Starter Cave Revision

Postby SpiderJerusalem » Mon Apr 25, 2011 1:04 pm

HnH is a complex game.A few yeas ago pc games came with a printout handbook that you had to read to know how the game works.

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.

and I don't think we need more players.people that want to play and are able to understand the basics will play anyway.lazy stupid newbs will rage quit.I like it that way
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Re: Starter Cave Revision

Postby Pictor » Mon Apr 25, 2011 1:09 pm

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.
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Re: Starter Cave Revision

Postby Gauteamus » Mon Apr 25, 2011 1:10 pm

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.
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Re: Starter Cave Revision

Postby SpiderJerusalem » Mon Apr 25, 2011 1:11 pm

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.


not sure If I got your point but you know that Jorb and Loftar aren't a real company?just some trolls that made a free game to cause drama or whatever
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Re: Starter Cave Revision

Postby Pictor » Mon Apr 25, 2011 1:13 pm

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.


Yeah, but then they'll probably just not read the runestones. Although in-game documentation is generally a Good Thing.
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Re: Starter Cave Revision

Postby Tonkyhonk » Mon Apr 25, 2011 1:45 pm

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.

many new-ish players who learned about charter spawns have tried building a town for newbs, and as far as i know, what they have done was screwing up a very few new players with good will who actually read "readme" and checked all spawn options, against their original intentions.
Charter village is currently a spawn option for the semi-experienced to try easy-griefing with their alts or just easy and ready-made checking up on other areas.
your suggestion of having all options at one place for new players to see isnt bad, but i can picture how those who choose to charter spawn as their real first choice could suffer from learning that option, at least at this early stage of the world.

let me remind you with this.
Jackard wrote:Charterstones, a case where the idea works about as well as it sounds: not at all.


btw, wiki info on charter spawn was recently added when someone else realized on the forum that he didnt know about it. but knowing it as a real newb would not help him/her in any good ways with the current system, so no wonder why ppl didnt write about it there for so long. (and most players who have run villages already learned by their own game play, naturally.)
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Re: Starter Cave Revision

Postby Pictor » Mon Apr 25, 2011 1:57 pm

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.


That may very well be true, and I never denied that there are issues with the system, but that's also not the point; Regardless of if the system has much use or not, it's in game. We can hypothesize for hours about how useful the system is in theory, but there's only one way to find out how useful it is in practice; Implement it. Or, in this case, implement it in a way that newbies recognize it exists.

Fuck theory. Let's do an acid test.
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