Re: [Wesnoth-dev] Extensive and useful feedback from a Wesnoth newbia

2007-06-08 Thread Eric S. Raymond
Rusty Russell [EMAIL PROTECTED]:
 We could offer an optional part 3 where small fights occur in the forest
 -- There are many dangerous creatures on the edge of these woods: if
 you wish we can stay and practice on them...

Aha.  I think that offers us a way forward, with the advantages of both
a short and a longer tutorial.  I like it.
 
   2) Transition to campaign play could be smoother
 
 This I agree with, and I think is the answer to our dilemma.  The
 tutorial was designed to get you to HttT (Easy).
 
 As this is no longer the norm, but we should explicitly craft a first
 campaign which handles these issues as beautifully at HttT does:

I think TB with more tutorial content at Easy level might do for this.
 
 I don't suppose you measured how long the tutorial took her?

Alas, no.  I think about 20 minutes, but I'm not sure.
-- 
a href=http://www.catb.org/~esr/;Eric S. Raymond/a

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Re: [Wesnoth-dev] Extensive and useful feedback from a Wesnoth newbia

2007-06-05 Thread Richard Kettering
 8) Flavor text and mechanics should be distinguishable or separated  
 in help.

 Bug: Flavor text is nice but experienced players refreshing  
 their knowledge
 of the game often want to just pick out mechanics.

 Fix: Organize like Civilopedia, where mechanics cones first and  
 flavor
 follows. Or, highlight the mechanics text so it's visually  
 distinctive.

 Rating: Annoying.

Actually, I'm well in support of this - for one, I'd like to make it  
such that we have space for full-body portraits in the help pages;  
which we certainly don't, now.  We also could use slightly more  
capable layout to make better use of space - an equivalent to the css  
float, applied to our portraits,  would be a godsend.

Having the portrait, the descriptions, and, potentially, things we  
don't currently include, on one page, and having all the stats on  
another, would be grand.

 15) Where are the female leads in campaigns?

Because I haven't been writing campaigns.


 16) Unit types topping out at level 2 makes them bad investments

It's worth noting that for flavor reasons, Dave did not want the  
poacher/trapper line (which are effectively self-trained  
hillbillies), to be able to reasonably equal the elves (or trained  
human soldiers) in ranged combat (or any combat for that matter).   
I'd have opted for different, much more radical ways of achieving the  
same end (like bumping the entire elven race up a level), but this  
gives you the general gist of why this was done.

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Re: [Wesnoth-dev] Extensive and useful feedback from a Wesnoth newbia

2007-06-05 Thread jeremy rosen

 16) Unit types topping out at level 2 makes them bad investments

Bug: I'd actually heard this one in my one previous extended conversation
wiith a Wesnoth newbie.  Fade, when I explained the advancement tree while
she was complaining about bug 6, concurred.  Why toss kills to a unit that
isn't going to advance to the power level of L3?  And thus, why build it
at all?

Fix: L3 everything.  Outlaws, ghosts, everything.

Rating: For her, Annoying.  (I think it qualifies as Serious.)



I want to answer that particular item because I'm deeply against it...

I think the problem is in the way your player has looked at wesnoth,
not in wesnoth itself.

wesnoth is not about having the best units, it's about having the best army.

LVL3 unit should be killable, they should die on a regular basis, they
are not uber-units like you encounter in most

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Re: [Wesnoth-dev] Extensive and useful feedback from a Wesnoth newbia

2007-06-04 Thread Bruno Wolff III
On Mon, Jun 04, 2007 at 16:49:54 -0400,
  Eric S. Raymond [EMAIL PROTECTED] wrote:
 
 12) Visibility for unit types in help is too limited.
 
 Bug: This is the first thing that got Fade really steamed.  She
 *hated* the you-can't-see-help-on-it-until-you've-encountered it rule,
 because it keeps her from (a) making intelligent decisions about which
 of her own units to concentrate on levelling up. and (b) making
 intelligent decisions about which of her opponents' units must be
 *kept* from leveling up.

It bugged me too when I was starting.

 Fix: Fade wants every unit in the advancement tree of a unit
 encountered to be accessible in help. On IRC some objected that
 this would injure the present RPG-like feel where discovering the
 world is part of the fun.  Mordante suggested a good compromise --
 *next advances* of every encountered unit should always be
 visible.

I also think seeing the whole tree makes sense. How are you supposed to
make intelligent decisions about your play when you don't know what things
upgrade to.

I think in practise, most of the surprise element comes from meeting new unit
types, not having them upgrade unexpectedly. If you want that, perhaps a
player should see the whole tree of units they control and just the units
they meet, that they don't control.

Another reasoned mentioned for doing things this way was not to overwhelm
new players by seeing lots of different units, that they mostly wouldn't
encounter right away. Providing a way to see units grouped together by
various categories was another wya to work around this. I played with this
a bit a while back, but didn't get a great system for doing it.

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Re: [Wesnoth-dev] Extensive and useful feedback from a Wesnoth newbia

2007-06-04 Thread Eric S. Raymond
Bruno Wolff III [EMAIL PROTECTED]:
 There is an argument, that the fun of the game might be helped by having
 all branches have 3 levels. But AMLA is supposed to deal with some of that.
 Also are you proposing dropping the existing L4 creatures?

No. But they really are rare exceptions.
-- 
a href=http://www.catb.org/~esr/;Eric S. Raymond/a

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Re: [Wesnoth-dev] Extensive and useful feedback from a Wesnoth newbia

2007-06-04 Thread dave
Quoting Eric S. Raymond [EMAIL PROTECTED]:

 I have recently had the experience of watching as my friend
 FadeTheCat, an experianced MMORPG gamer from the Windows and Macintosh
 worlds, learned Battle For Wesnoth.  She was kind enough to provide me
 with running commentary on her impressions and reactions as she was
 learning the interface, going through the tutorial, and playing Two
 Brothers.

Cool. It is always nice to get feedback, and even nicer to get  
feedback as insightful and detailed as this. :)

 Fade's conclusion is that she quite likes BfW and would even like to
 do campaign design for it. This is an offer to take seriously; she has
 done game design for Steve Jackson Games and was in fact the author of
 the rather successful Space Pirate Amazon Ninja Catgirls game.  I
 judge she has the potential to become an extremely effective BfW campaign
 designer, offering a perspective and approach quite different from
 those we have now.

Well, as with most Open Source projects, all she needs to do is start  
contributing. :)

 1) It's too short.  She'd like the tutorial to include more scenarios.
 2) Transition to campaign play could be smoother
 3) Significance of the turn counter and time running out is not
 emphasized enough in the tutorial.
 4) Icons in the status line aren't explained well in the tutorial
 5) Tutorial should include an example of a loyal unit, and explain loyalty
 6) Tutorial should include a neutral keep.
 7) Tutorial should at least touch on damage types.
 8) Flavor text and mechanics should be distinguishable or separated in help.
 9) The right-click menu on terrain and villages should offer an option
 to go to the help for that terrain., and 'd' should work there too.
 10) There should be a word-search function for the help
 11) The mouseover texts for the top-line status areas are uninformative.

I can agree with all these.

I think it'd be cool if we added some code to make it possible for  
certain areas of the interface to be highlighted during the tutorial.  
For instance, a red rectangle could surround each area as it is  
explained.

 12) Visibility for unit types in help is too limited.

This has been controversial for a long time.

I think the best thing to do would be to allow access to all unit  
types but make some filters that can easily be set, to avoid  
overwhelming people with a large number of unit types.

Enough people have complained about it that I can accept it is a  
problem though.

 13) Press 't' to continue is misleading

Agree.

 14) Why is there a time-left panel at all in campaign mode?

I made a change which shows a real-world clock in its place in  
campaign mode. Personally I think this works well.

 15) Where are the female leads in campaigns?

I agree.

I would like to point out that the original campaign, Heir to the  
Throne has a male 'main' character, but has a very important female  
character who (spoiler) ends up being the true heir to the throne. Few  
campaigns have female main characters though. :(

It would be good if there were more. And importantly, they should be  
done in a sensible and mature way.

 16) Unit types topping out at level 2 makes them bad investments

This is by design, and I disagree. It's a conscious strategic choice a  
player has to make between the long-term and short-term. Units that  
max out at level 2 should be easier to obtain or more powerful than  
counterparts that have a 3rd level.

What I would like to see is more units that have a possible fourth  
level, to extend the strategic choice.

Not that I'm excluding the possibility of some cases where extending  
to a third level makes some sense.

 17) The way names are handled is confusing.

I think personal names for everyone works best.

 Mac-specific glitches:

I can't really comment on any of these, since I haven't used Wesnoth on Mac.

David

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Re: [Wesnoth-dev] Extensive and useful feedback from a Wesnoth newbia

2007-06-04 Thread Rusty Russell
On Mon, 2007-06-04 at 20:06 -0400, [EMAIL PROTECTED] wrote:
 Quoting Eric S. Raymond [EMAIL PROTECTED]:
  1) It's too short.  She'd like the tutorial to include more scenarios.

I tested on newbies *without* experience in comparable games, so the
tutorial was shaped by those experiences.  They point in the opposite
direction from this: the tutorial is too long and risks overwhelming
with detail 8(

We could offer an optional part 3 where small fights occur in the forest
-- There are many dangerous creatures on the edge of these woods: if
you wish we can stay and practice on them...

  2) Transition to campaign play could be smoother

This I agree with, and I think is the answer to our dilemma.  The
tutorial was designed to get you to HttT (Easy).

As this is no longer the norm, but we should explicitly craft a first
campaign which handles these issues as beautifully at HttT does:

  3) Significance of the turn counter and time running out is not
  emphasized enough in the tutorial.
  5) Tutorial should include an example of a loyal unit, and explain
  loyalty
  6) Tutorial should include a neutral keep.


  7) Tutorial should at least touch on damage types.

The tutorial units don't really demonstrate this well so it's abstract
knowledge.  I think it's an excellent thing to do for the optional part
3.

  4) Icons in the status line aren't explained well in the tutorial

Yes, highlighting gui elements would be an excellent addition which
wouldn't greatly add to the length of the tutorial.  I balked at coding
that up when I wrote the tutorial.

I don't suppose you measured how long the tutorial took her?

Thanks,
Rusty.


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