Starting learning curve too high

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

Re: Starting learning curve too high

Postby LadyV » Mon Feb 03, 2014 3:32 am

b3nno wrote:You prefer rats borka?

and i think , while yes its got a high learning curve , it makes it all the more rewarding once you do start to progress and make a village or palisaded hermit home , there is also a wiki inbuilt in the enders client


rat on a stick is a nice early psy food, even with the hurt.
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Re: Starting learning curve too high

Postby Riot » Wed Feb 05, 2014 1:30 am

I agree, the game is hard to get into. Lots of pointless reading on the wiki when the skills and attributes could have a description. Another thing like you said with frogs, you really have no idea what to do with a lot of the materials most people read about this on the wiki to find out but it would be better if we had these types of things in-game to make it a bit more noob friendly while holding the core of the hardcore gameplay.
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Re: Starting learning curve too high

Postby Lord_of_War » Wed Feb 05, 2014 1:30 am

Riot wrote:I agree, the game is hard to get into. Lots of pointless reading on the wiki when the skills and attributes could have a description. Another thing like you said with frogs, you really have no idea what to do with a lot of the materials most people read about this on the wiki to find out but it would be better if we had these types of things in-game to make it a bit more noob friendly while holding the core of the hardcore gameplay.

like tooltips? nah we are too hardcore for that.
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Re: Starting learning curve too high

Postby Arcanist » Wed Feb 05, 2014 2:16 am

zlajo wrote: isn't it also your opinion that a good established game should not depend on the player getting hes information form forums, wikis, etc, but actually direct from the game?


No, very few games you can learn everything about it from actually in the game. There are some, but most mmorpg's have a forum or a form of wiki for players to reference to.
Try playing any multiplayer sandbox - Wurm Online, Terraria, Mine craft (not vanilla), Eve Online, without looking at the guides or a wiki and it's extremely difficult to get anywhere quickly. The same as is it in haven - not impossible, but difficult.

That said, some custom clients do have an ingame wiki.

There are a few games (eg Runescape) where you don't need a wiki to play, but I have found those games to be pretty shitty and lacking in deeper content. I also prefer having the butloads of text required to explain things out of the game and in a browser.

So no, it is not my personal opinion that a good game (of this type) must need no documentation to play efficiently.
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Re: Starting learning curve too high

Postby Riot » Wed Feb 05, 2014 4:50 pm

Skills, attributes and personal beliefs need to say what they do. everyone that thinks they shouldn't are the people that don't want the player pop higher. this thread is a little pointless because we have so many fan boys that are against the idea of pulling in more players by making it a little more simplistic /thread
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Re: Starting learning curve too high

Postby chocolaterain » Wed Feb 05, 2014 5:53 pm

Riot wrote:/thread

>le mfw

xDDDDD :P
what a b e a u t i f u l duwang
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Re: Starting learning curve too high

Postby borka » Wed Feb 05, 2014 11:36 pm

@Riot the ball is on your side - nobody would mind if you code (fork) a custom client yourself and put in as much tooltip text as you like (it's sooo easy to call but not deliver)

oh and btw. for sure that wouldn't raise the player count or stop a drop - your assumptions are plain wrong ...
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Re: Starting learning curve too high

Postby zlajo » Thu Feb 06, 2014 3:52 pm

Well thx for all the help and support. My first character got stranded somewhere where food was scarce. The second one was thrown in the mids of apples and other foods, so it was much easier. It is a very fun game, just some first hand clues would be nice, to not get discouraged immidaitly. I'm not familiar with ender client, using the java one. Well thx again, and maybe ill make an more understandable guide for newbies like me.

Ps.
Riot wrote:Skills, attributes and personal beliefs need to say what they do. everyone that thinks they shouldn't are the people that don't want the player pop higher. this thread is a little pointless because we have so many fan boys that are against the idea of pulling in more players by making it a little more simplistic /thread

I agree on this one. It doesn't need to be all at once, but step by step it could be more informative. As he says the old players are familiar what what does and they don't see the need because of that. I think this is a point that should be looked at improving in the future. Riot is right.
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Re: Starting learning curve too high

Postby zlajo » Thu Feb 06, 2014 3:59 pm

Arcanist wrote:
zlajo wrote: isn't it also your opinion that a good established game should not depend on the player getting hes information form forums, wikis, etc, but actually direct from the game?


No, very few games you can learn everything about it from actually in the game. There are some, but most mmorpg's have a forum or a form of wiki for players to reference to.
Try playing any multiplayer sandbox - Wurm Online, Terraria, Mine craft (not vanilla), Eve Online, without looking at the guides or a wiki and it's extremely difficult to get anywhere quickly. The same as is it in haven - not impossible, but difficult.

That said, some custom clients do have an ingame wiki.

There are a few games (eg Runescape) where you don't need a wiki to play, but I have found those games to be pretty shitty and lacking in deeper content. I also prefer having the butloads of text required to explain things out of the game and in a browser.

So no, it is not my personal opinion that a good game (of this type) must need no documentation to play efficiently.


Yes, wurm got also the same problem, and guess what? THey got a low player count also. I don't find that making the game easier is good, just the initial learning curve. You don't ruin the game, but the new players don't have to become a book worm to play a game. It's pretty comon sense to have fun in the hardcore game without having to alt tab for everything. Some things could be on forums etc. But the basics should be ingame. And I quit wurm, because of that initial disaster... haven and hearth got a slightly lower learning curve so i got into it before quitting.

Not having tool tips is not hardcore, it's lacking of the game. An improvement that should be considered strongly.

PS.

Unostop wrote:For me the learning process was fun. It was tough and it took a lot of clicking back and forth from wiki to game. That just made it more worthwhile and rewarding imo. Be patient and accept it as part of the game. Good luck!


If it's a part of the game to alt tab, then i got it wrong. Anyway thx for the good wishes, i got through it :)
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Re: Starting learning curve too high

Postby borka » Thu Feb 06, 2014 8:21 pm

zlajo wrote: I agree on this one. It doesn't need to be all at once, but step by step it could be more informative. As he says the old players are familiar what what does and they don't see the need because of that. I think this is a point that should be looked at improving in the future. Riot is right.


Old players been new players once and they didn't have that much information sources as new players have today!
There's a flaw in arguing like that...and there won't be those sources if old players wouldn't share their knowledge.

We all know (including Devs) that the default isn't the best and that's why there are custom clients and because the client code is open, everyone can fix it to suit his needs (even in that point knowledge is shared)

For sure there are some old players that don't share but most old players are wanting a good HnH experience for all:
the Wikis are made by players, the Worldmap is made by players, custom clients are made by players, help questions are answered by players ...

oh btw. this is not a highfinanced game made by a highfinanced 50+ ppl developer studio - it's 2 guys and alpha (testing) version for free ... join together, write tooltips, post them for discussion, check whether you're able to put it in the code or ask for help in doing so ...
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