On 22 January 2011 14:06, David Ploog <dpl...@mi.fu-berlin.de> wrote: > This is on console.
Still helpful. :) > 1. At start, the stat area is only half-built: > (This affects all lessons.) Yeah, this is because the lua epilogue is evaluated sometime between level load and stats update. Not sure how to change that. I could remove the forced -More- at the beginning, but I rather like how the tutorial starts out with what the player needs to do if the game appears "stuck" on the messages. > 2. The club in the first room of lesson 2 is not very easy to see in > console (it is grey). Perhaps we're better off with a quarterstaff? Yes, good idea. I've also replaced the (grey) helmet with a (blue) pair of boots. > 3. The second training dummy (with the club) is too harmless. It never > hits. What? I know the damage output varies and that it's sometimes possible to not be damaged at all, but I usually take around 2-3 damage, the most damage I took was 8, I believe. Still, that means more damage is possible, though we'll have to be careful not to go overboard as the player doesn't know about resting yet. One option is to give it a heavier weapon (e.g. a mace), another to give it more hp (so it withstands more attacks and has more time to hit you). The problem with the latter is that it raises the xp value and I don't want the player to gain the second xp level before the last room. > 4. Characters get hungry (very early in lesson 2) but there's no comment. Yeah, I noticed that as well, but I'm not sure what to say. "You'll sometimes get hungry and will need to eat" is completely superfluous, especially as the player doesn't carry any food (let alone knows how to eat it) yet. > 5. The comment about chopping corpses comes up before the player has had a > chance to fight the rat. Well, perhaps that is okay (with the further > comments). I guess you could split that room into two parts: first you kill the rat and then you get the message about how to chop up corpses. > 6. The hint before the three cages has the v in "(xv)" in magenta, not > white. Good catch, fixed! > 7. Maybe there should be a comment to pick up the darts. That's is often a > good idea to soften up monsters (this goes into hints territory, I know). We've got some gameplay hints already, so that's not the issue, but the entire point of the second level is to show that you can deal damage by ranged combat. Is it really necessary to explain this beforehand? > 8. The comment starting with "You can fire your darts..." has some > spacing issue. Thanks. > 9. I am constantly hungry in lesson 2. This is problematic because we're > told (rightly so) to rest up. Perhaps some rooms with rats in between? Hmm... yes. Then the player can decide to melee monsters for a change. :) > 10. I died to the gnoll once, which is probably okay. Yes, that's tricky. If you don't play too recklessly (i.e. fight in corridors, rest in-between) the death ratio is really low. Obviously, the problem is that for new players this is not at all self-evident. I don't want the fights to be complete pushovers, otherwise the tutorial will give the wrong impression about Crawl's difficulty, but I do think the death ratio is a bit too high right now. :) Solutions include: - reduce the number of monsters (probably a good idea) - reduce the difficulty of monsters (any ideas on other early monsters?) - add reminders about retreating (that one might work) > 11. I am not sure if telling players to take out the bats with sling is > good advice. The poison scimitar will do just fine. There could be a > shooting monster around which makes using the sling a good idea. Well, the dart-throwing kobolds come later, and the earlier goblin also qualifies as a sort of shooting monster. Maybe add another single dart-throwing kobold? > 12. Some floor squares in the final battle area of lesson 3 (the one with > the jackals, the kobolds and the ring) are grey instead of brown. Oh, right. Forgot to recolour the monster positions. Thanks! A huge thank you for the detailed feedback! Johanna ------------------------------------------------------------------------------ Special Offer-- Download ArcSight Logger for FREE (a $49 USD value)! Finally, a world-class log management solution at an even better price-free! Download using promo code Free_Logger_4_Dev2Dev. Offer expires February 28th, so secure your free ArcSight Logger TODAY! http://p.sf.net/sfu/arcsight-sfd2d _______________________________________________ Crawl-ref-discuss mailing list Crawl-ref-discuss@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crawl-ref-discuss