View Single Post
  #74  
Old 04-22-2011, 12:55 AM
WhiteDragon WhiteDragon is offline
Banned
Join Date: Feb 2007
Posts: 1,002
WhiteDragon is a splendid one to beholdWhiteDragon is a splendid one to beholdWhiteDragon is a splendid one to beholdWhiteDragon is a splendid one to beholdWhiteDragon is a splendid one to behold
Quote:
Originally Posted by kingcj View Post
The quest was short so I traveled back and forth through the forest in like 8 minutes because I didn't know a shortcut existed. And the playercount doesn't exist for said friends, chatting, etc.
As you know, we are under construction. We aren't designing the server to be the ultimate experience for those who are playing right now, we're doing it for everyone who is going to be playing when we go live.

Quote:
Originally Posted by kingcj View Post
you haven't said anything about the "good ideas" such as a the tutorial idea. You only pick the seemingly "bad ideas" to pick apart and don't say much otherwise. That's why it seems like a battle to me.
I don't doubt you need to weigh the ideas, but you should weigh them all with feedback to the player. Not just the ones that are easy to turn down.
We tend to just comment on a couple ideas rather than all of them. Usually we pick to comment on the ideas that are 'important' and global to the server than local to one quest. Our release threads are already populated with a decent amount of discussion about development, responding to every single idea would become a little crazy.




Since you requested specifically, I can give you feedback on the quest item tutorial idea as well.
Quote:
Originally Posted by kingcj View Post
Something you could do is, when you have all your quest materials done, give a tutorial on commonly used quest items. It would give the player some sense of what to do on quests, and you could have the tutorial skip-able so anxious players could move on.
This way when they complain you could honestly say that they could have had a heads up about questing if they took the tutorial.
We don't necessarily want to appeal to the 'hold my hand' crowd too much.

If you've played Zelda LTTP, one of the most interesting parts about the game is acquiring a new weapon and figuring out how it interacts with the environment and baddies. Usually LTTP gives you some hints on how to use the weapon. (Sometimes the hint is just that no other weapon kills the baddie right outside the room you got the weapon.)

I feel like a tutorial walking the player through every most aspects of the questing experience would kind of kill most of the 'adventure' out of an adventure server.

I think it's better to instead use creative tricks to explain to the player how to accomplish certain tasks in the quest itself, which is usually what we try to do.




Overall, we really do appreciate commentary on our development. We can't implement all ideas and respond to every single critique, but we do read everything people post, and everyone's points sway us one way or another, just perhaps not fully. You can bet that we'll be discussing travel extensively on RC now that you brought it up again.
Reply With Quote