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IDProjectCategoryLast Update
0026865AI War 2SuggestionApr 7, 2022 9:21 pm
ReporterStrategic Sage Assigned ToBadgerBadger  
Status resolvedResolutionfixed 
Product Version4.014 The Intimidating Architrave 
Fixed in Version4.015 The Thrifty Architrave 
Summary0026865: Communicating Necromancer Ship Types
DescriptionI think there's a hole in the communication of basic knowledge about what the various basic types of Necromancer ships are when starting out playing as them. The current approach is that journals show up after you raise your first version of a ship (Skeleton, Wight, Mummy, etc.).

To me this was/is quite confusing, as from the start of the game you can invest in upgrading these - but you don't actually have communication on what they are, so how do you know which ones to even invest in?

My suggestion would be to remove Mummies from the tech list until you get some, and have the Skeleton and Wight journal entries show up at game start. That way you know those two types, which your flagship starts with, and then the other journals can come over time to avoid overwhelming the player.
TagsNo tags attached.

Activities

BadgerBadger

Apr 7, 2022 5:05 pm

manager   ~0065840

I've been deliberately trying to not have those journals around at the game start because I'm worried the sheer number of journal entries will be overwhelming for a novice player

Strategic Sage

Apr 7, 2022 5:13 pm

reporter   ~0065841

Last edited: Apr 7, 2022 5:14 pm

nvm, what I posted here was just repetitive, first note covers it.

BadgerBadger

Apr 7, 2022 5:34 pm

manager   ~0065844

Do you have any suggestions that would help resolve the "Players are overloaded with early information" issue? Otherwise I'm unlikely to change anything here

Strategic Sage

Apr 7, 2022 5:51 pm

reporter   ~0065847

I think it's a catch-22, and I think overload is an extremely legitimate concern. The only suggestion I can make is to consider moving some of the other journals later instead.

To my mind, it's just as important for a player to know what their ships do at the start of the game as it is to know most of the other concepts being communicated in the journals. For example, you can't move the Phylactery until you have somewhere to move it to, which you can't do until you have another planet, which you need your ships to get, etc.

The best idea that occurs to me is to delay the Necropolis journal until the player has destroyed a command station, and delay the Phylactery journal until they've built a new necropolis. I definitely understand why they are there right away. I guess I just think that new players need to quickly get a grasp on Phylacteries, Necropolis, Hexes, buildable structures, how flagships work, and basic ship types very early. That is a lot of information, but to my mind the choice isn't primarily between them needing to figure it out right away or not needing to do that - they do. It's about whether all the information is made available to them when they need it. It seems to me that the only way to really significantly reduce the overload is to remove some of the features, which is definitely not a good idea - they're all needed.

BadgerBadger

Apr 7, 2022 6:50 pm

manager   ~0065848

Last edited: Apr 7, 2022 6:51 pm

After 80 seconds the game will show the journal entries for Skeletons and Wights; I suspect many players will raise a skeleton or wight beforehand though, so it will be a moot point there.

I'm moving the Necropolis journal entry to after the player first kills a command station though, that's a good thought.

Does that suffice?

ZeusAlmighty

Apr 7, 2022 7:47 pm

manager   ~0065854

I think its a good idea to remove the Mummy tech until the player first gains one

ZeusAlmighty

Apr 7, 2022 7:52 pm

manager   ~0065855

I just noticed the wiki already applied the mummy change

Strategic Sage

Apr 7, 2022 9:13 pm

reporter   ~0065861

I think it's definitely better Badger. This may be another issue that I just see differently from others. I would say if none of the new testers/media people have further objections go with it. On the overloading issue, I'm definitely not the right person to judge 'how much is too much'. The Mummy and Necropolis changes ought to move the needle at least some for sure.

BadgerBadger

Apr 7, 2022 9:21 pm

manager   ~0065863

I'm going to tag this as Fixed for now, but I am open for further feedback

Issue History

Date Modified Username Field Change
Apr 7, 2022 5:18 am Strategic Sage New Issue
Apr 7, 2022 5:05 pm BadgerBadger Note Added: 0065840
Apr 7, 2022 5:13 pm Strategic Sage Note Added: 0065841
Apr 7, 2022 5:13 pm Strategic Sage Note Edited: 0065841
Apr 7, 2022 5:14 pm Strategic Sage Note Edited: 0065841
Apr 7, 2022 5:34 pm BadgerBadger Note Added: 0065844
Apr 7, 2022 5:51 pm Strategic Sage Note Added: 0065847
Apr 7, 2022 6:50 pm BadgerBadger Note Added: 0065848
Apr 7, 2022 6:51 pm BadgerBadger Note Edited: 0065848
Apr 7, 2022 7:47 pm ZeusAlmighty Note Added: 0065854
Apr 7, 2022 7:52 pm ZeusAlmighty Note Added: 0065855
Apr 7, 2022 9:13 pm Strategic Sage Note Added: 0065861
Apr 7, 2022 9:21 pm BadgerBadger Assigned To => BadgerBadger
Apr 7, 2022 9:21 pm BadgerBadger Status new => resolved
Apr 7, 2022 9:21 pm BadgerBadger Resolution open => fixed
Apr 7, 2022 9:21 pm BadgerBadger Fixed in Version => 4.015 The Thrifty Architrave
Apr 7, 2022 9:21 pm BadgerBadger Note Added: 0065863