>> This is on console.
>
> Still helpful. :)

Poor consolists getting mobbed :) Now I need some consolation.

>> 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.

Would it be possible to display the whole stat section after the message?

>> 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.

That's good. Fun fact: in my last game I got elven boots. But in the one 
before, I got a naga barding :)

>> 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.

I agree. Leave everything as is for now.

>> 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?

Well, I didn't bother to pick up the darts when I first played the 
tutorial. The point is that later hints refer to the darts... so if I'd 
been prompted to take them I'd have known it's my fault.

>> 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.

I always did this, of course. Died twice in the process. Again, we can 
tweak this bit later.

> 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)

It is absolutely okay if players die regularly whenever the approach the 
battle in a stupid way (i.e. not retreat into the hallway). But it would 
be good if deaths under "optimal" play are rare. (By the way, "optimal" 
includes kiting: hit the gnoll until you connect and the gnoll is 
poisoned, retreat etc. I think that's good! With this method, I didn't die 
anymore.)
However, we should:
(a) tell players (in some way, could be indirect) that the encounter can 
be reliably overcome (i.e. it is not dumb luck)
(b) tell dead players that often it is the player's fault, but sometimes 
she just isn't to blame

>> 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?

Yes!

> A huge thank you for the detailed feedback!

Huger thanks for doing this!

13. In the current round of tests I finally took out the island kobolds 
from afar (been dying too often when I was too lazy to do it, nice 
challenge). Anyway, when you do so you go to XL 3. I chose Str which 
immediately made me not Burdened when picking up the 50 rations :) Just 
increase their number a bit more. (Also take into account that the player 
may not have picked up the dagger, or the stones.)

14. The encounter after you get the wand of fire should be something 
drastic -- definitely not a goblin with a dagger. We want to tell players 
to use stuff (e.g. wands) on tough enemies. I mean

15. spacing: "Use xvto check the wall types."

16. There's a bug (or at least misfeature) with wand targeting (when 
you're asked to check the wall types): The feature under the cursor is 
_not_ listed (in console, that is).

The loot is neat. The section about going back to the shop is great. 
What's the reason for the dagger and the statues in the room which sends 
you to the shop? There is a single square of rock wall -- is that 
intentional?

17. Final fight: you don't need anything from shop. The wand of fire will 
do. This should be finetuned so that the wand won't solve the encounter 
and stuff from the shop is almost necessary.

The final summary screens are pure gold.

I am not so sure about "uppercase W". What about
  (uppercase) <white>W</white>
when the command is first introduced, but just
  <white>W</white>
afterwards? At least in console the distinction between "w" and "W" is 
obvious.

David

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