View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0026865 | AI War 2 | Suggestion | Apr 7, 2022 5:18 am | Apr 7, 2022 9:21 pm | |
Reporter | Strategic Sage | Assigned To | BadgerBadger | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.014 The Intimidating Architrave | ||||
Fixed in Version | 4.015 The Thrifty Architrave | ||||
Summary | 0026865: Communicating Necromancer Ship Types | ||||
Description | I 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. | ||||
Tags | No tags attached. | ||||
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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 |
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nvm, what I posted here was just repetitive, first note covers it. |
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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 |
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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. |
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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? |
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I think its a good idea to remove the Mummy tech until the player first gains one |
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I just noticed the wiki already applied the mummy change |
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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. |
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I'm going to tag this as Fixed for now, but I am open for further feedback |
Date Modified | Username | Field | Change |
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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 |