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
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
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
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,
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.
--
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
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