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IDProjectCategoryLast Update
0016025The Last FederationGameplay IssueNov 12, 2014 1:15 pm
ReporterDrFranknfurter Assigned ToChris_McElligottPark  
Severityminor 
Status resolvedResolutionfixed 
Product Version1.702 (Obscura Rising) 
Fixed in Version1.900 (Tutorial And Story Touches) 
Summary0016025: [tutorial issues and notes] Feedback From: chemical_art
DescriptionJust noticed lots of tutorial/tooltip related confusion (I play without tutorials now so forget to test that aspect) all from the thread:
Chemical Art's beta: Betyral mode (Phase 1 complete and posted)
http://www.arcengames.com/forums/index.php/topic,16537.0.html

Just so it's available on Mantis I'm cross-posting it here. (and highlighting some bits in bold) Hope it's helpful.

chemical_art posted:
In the practice of my usual style which I seem to be most effective in, I try to play using knowledge of a fairly competent gamer who trys to play with no background knowledge of a particular situation.

So we go for Betrayal mode. I am not going in completely blind: I have played TLF a few months ago from start to finish on harder mode. Betrayal mode seems by the description among the most classic Grand Strategy Game yet, and that is where my highest skill and enjoyablity is, so my results are skewed.

Still, I'll play as "ignorant as possible". Let's begin the "stream of consciousness"

Thrown right in after the tutorial. Not even a mission where I crush the Acutians in the RTS part. OK...I remember that part somewhat, but for a new player I wonder...

So I need to make allies. Cool. Wait, how?

[I deviate from my usual method. I am a GS nerd, so my modus operandi is to read, read, read. Fine for me, not for others...]

[Or at least, I would, but there is no encyopledias or menus to run through. Oh well, click on a planet]

Oh! The other races are not spacefaring yet! So I get to decide who does? OK then...I remember this part (I would be confused if I didn't)

[b]So I get tutorial mode restrictions, without a tutorial to explore them? This is very jerky, and not in a good way. Getting these pop-ups in my first mission (give space tech) is not good.[/b]

So even with one race, without full control of my power, is not fun. Too difficult. [b] Mission one should not be this hard, with or without knowledge. Did I say difficulty, I say it is simply impossible. There were 7 arcs of fire over the first point. I could not tell you if this was intended or not, there was too little documention. What I can say was that I didn't find it fun. Throwing brick walls for the first mission (so a player lacks context) is not good.[/b]


So...I'm back to what I am supposed to do. I helped a race, but I can help them, but not myself. I can't do the usual of developing tech or anything, so I wonder what was the point. In fact, [b]according to the tooltips, half of what I could do is inheriently blocked, so why are they included at all? They are just clutter and are slowing down the learning phase for me.[/b]

At this point, I am finding myself dangerously without aim (for my attention). Even for GS games, there are many, many numerous internal tools to occupy your time, but the narrative described getting allies when there seems to be little reason to for someone new. At this point I would probably give up, but I'll give one more stab, this time focusing on the internal.

[b]So for research, am I mechanical or biological? I can't find a clear answer.[/b]

5 million pop, hundreds of millions of soldier strength? It seems my goal is conquest externally and not intenternal improvement, but I guess this from playing other games, not this one.

[b]Tech tutorial still refers to me not being a planet owner. Also refers to other things like forming a federation, etc. The tech tutorial needs to be completely redone, so I know what to focus early as a planetary owner.[/b]

So...how do I gain material resources?


So I can't build anything, the money I earned from space tech is gone, [b] I have no idea what to do internally [/b], so going back to external focus. The thorxians are getting stronger...squash them?

So... [b] when do I get other weapons? [/b] A few dozen turns in the RTS part and I still only have mini-gun. Game even references I should change weapons!

The space combat broke me. The combat lasted way to long because I only had the mini-gun, and the RTS part is built to have several weapons. Seeing almost a minute of game time go by on a very minor skirmish was disheartening for my newb eye, and I found myself bored.


VERDICT:

If I did not know better, I would assume this was a player-made mod of the main game. Too many simply incorrect tooltips + missing features (multiple weapons) + [b]a lack of tutorial makes this mode fun if you know what you are doing [/b], but is a chore even if you only know the base game (and completely worthless if you do not)

.....

Eternaly_Lost posted:

Well I do agree with most points, the lack of a tutorial could be excused if they mark it as an alternate game mode and disable the tutorial option for it.

Basically, a, if you need a tutorial, play the base game. [b] Make Betrayal mode an Advanced mode that expects you already know what you are doing. [/b]

The tool tips and other things, do need to be cleaned up.

.....

Misery posted:

Lessee, a couple of things:

1. The initial mission, the "give space tech" one, only just got redone... Chris was trying to find a way to fix/replace the original version of the mission, with all the spy probes. I think it still needs work though, as it has many of the same problems. I personally think it's still going to need another overhaul... that mission type in general has been a problem since it was put in, actually. But yeah, it JUST got put in there in this new state, so it's a little wonky. Save and reload if need be, move slowly, get an idea as to how large the circle of shots is around the probes in general, and look for a moment when you can squeeze past them. Yes, it's irritating as heck, but you only gotta do it a couple of times. Do it like, twice maybe, and then stop. There's no reason to give tech more than a couple of times; let the others beyond that reach spacefaring on their own.

Feedback on this mission type would help as well (as in, on Mantis, or in the recent patch topic might help alot as well). Because it really does need work still, and it's the very first mission a player has to do.... so yeah, that'd be really helpful.

2. Even in tutorial land, you do have more than one weapon. You start with three, in any mode. When it's your turn, you give a movement command, and then it's time to choose a target. When you are choosing a target, the ability icons (which I think arent there in the tutorial...) at the bottom become replaced with 3 different ones; these are your weapon choices, and this is when you select what to fire with. Just to check, I went and had a look to make sure those are in fact there during the tutorial phase of Betrayal mode, and they are.

However, I'll make things really simple for ya: There's only two weapons you REALLY need to concern yourself with, this being the minigun, and the energy blaster. All of the others? You dont need them. You want those two. Right now, the weapons in the game.... ahhh, they're very unbalanced. It's not that those two are OP.... it's moreso that the others are all just basically useless against the current balance of enemies and such. It's not that they wont kill them, it's that they'll take 50 billionty years doing so. I very strongly suggest starting with the Acutian ship if this is your first go at the game (or if you're impatient like me), as it has both of those weapons from the start.

3. Tech development exists during the tutorial in this mode... it's in the friendly actions menu on your own planet. "Personal Dispatch: Technology research".


Beyond that, I cant help ya much. Most of my time has been spent working on the Obscura and the other new ships, which then also means LOTS of testing, which means not much time with THIS mode. Though some of the complaints you have with this one, I've indeed heard before from others. The bit with the tutorial and stuff mentioning the federation (I notice the voiceovers do this too...) definitely needs fixing. It might be good to open up a mantis ticket on those, as I get the feeling those bits there have been overlooked, what with all the other aspects to the expansion being worked on.

Though, what Eternaly_Lost says, I also rather agree with... it really does feel like this new mode is meant to be played only after the player has spent a good pile of time with Standard mode. Wether that's a good or bad thing, or intended or not, I cannot really say. Though, as it IS an expansion pack, theoretically people buying it would ideally be those that have already played somewhat... maybe.

.....

chemical_art posted:
1. Ah, so the tutorial mission is gone for now, and the spy probe mission just got redone.

I understand...and worry. One week before the release, and the one or two missions are really bonked. This is really, really ominous for new players and for intial reactions, and reviews may show this. This one point right here really soured me wanting to play. Right now its even worst then that though, because the tutorial "hold-my-hand" logic is still in the standard "quick-play" for Betrayal mode. So it is the worst of both worlds right now.

As far as a tutorial goes, why not keep the first one, but remove the giving back of tech. Just change text to say "crush them as the first step for conquest" and then proceed as normal? You don't need to make a new combat situation, just remove the peaceful solution.

2. Ah, there are the weapons. Ok. This goes back to the whole tutorial thing. I thought weapons selection could be chosen anytime, not after the first (but not second) mouse-click. So I missed that. An oops on my part, but the standard tutorial did fix that.

3. I already understood HOW to get tech, there was just no guidance on WHAT to get. The tutorial for tech still refers to you as in federation mode, but tech means a whole different thing in Betryal mode. Things like:

[b]-What is the point of population techs, if my race is on average outnumbered 10+ to one, and even the smallest race has 3x the pop and thus grows 3x faster then my base.[/b]
[b]-As far as population goes am I mechanic or organic? [/b]
[b]-How do I build Armadas? How do I use them? Do I make blueprints, are there preselected ones? [/b]
[b]-Do I get an passive strengths / weaknesses like other races do? Am I neutral?[/b]
[b]-Does technology grow naturally ever, or am I still forced to dispatch that? Ditto for...anything in my Empire, really.[/b]

The list goes on, because all [b] the tooltips still refer to Federation mode. The voices to. [/b] In fact, aside from tooltips telling me what I CAN'T do, I would still think I'm in Federation mode except I have a planet to babysit.

...

chemical_art posted:
There may not need to be a combat tutorial, but there certainly needs to be some documentation at the very least specifying that. In addition, if not a combat tutorial, there MUST be a tutorial for the Grand Map portion, because the paradigm has shifted so very dramatically. [b] Concepts like ground invasion and armada construction must be explained since the player does not experience this in the base game. [/b]
TagsNo tags attached.
Internal WeightNew

Activities

Chris_McElligottPark

Nov 11, 2014 1:01 pm

administrator   ~0039726

* Now if the "all game mechanics enabled from start" rule is not on, and fewer than 3 races are spacefaring (that is, it's either your first or second deliver-spacefaring run), the deliver-spacefaring mission gets half as many probes as normal.

Chris_McElligottPark

Nov 11, 2014 1:50 pm

administrator   ~0039727

* There is a new Technology To Focus On section in the Computer Adviser screen, which gives some very useful technological advice in all modes, but in particular gives extra guidance (because it is needed) in Betrayal mode.
** The Betrayal mode stuff is extra in particular because in that mode a lot more technologies are relevant to you than in the other modes. So it helps you make sense of those items and prioritize them.

Chris_McElligottPark

Nov 11, 2014 2:53 pm

administrator   ~0039728

* The Ark now also imparts a 7x robotic assembly multiplier, not just a non-robotic birth multiplier. Same with The Mire and it's 0.4x multiplier.

* Labgrown Meat is no longer a technology option in Betrayal mode, because it was intrinsically confusing as to whether the player's race is robotic or not.

Chris_McElligottPark

Nov 11, 2014 3:20 pm

administrator   ~0039729

* The tech tree tutorial has been updated a bit to be clearer in a few places, and also has been updated to show some extra info for betrayal mode.

* The Detailed Planet Stats mechanic is now enabled right from the start when you are playing Betrayal mode, and it doesn't have any sort of message about it. You need those stats when you are a full planetary power, and the message never said much about it other than "read the tooltips, now that more info is there."

* The tutorial stuff about alliances, and in particular the federation, is now only shown in the standard mode, not in the other two modes.

* In the intro to betrayal mode, it now mentions gaining influence with races, rather than saying making allies. The latter was technically a misnomer and definitely confusing.

Chris_McElligottPark

Nov 11, 2014 4:57 pm

administrator   ~0039731

* The Planetary Raw Resources tutorial is now completely different in betrayal mode than in regular mode, and it only appears in the personal logbook rather than popping up after a certain number of missions.
** This new mode explains things much better in terms of what is relevant for betrayal mode, which is completely different from the other modes since you are a planetary power.

* The first time you open the Armada Management window in betrayal mode, the game now gives you a bunch of information about that window, including some strategy tips. This info can be recalled from the logbook at any time.

Chris_McElligottPark

Nov 11, 2014 5:03 pm

administrator   ~0039732

* The RCI tutorial has been updated slightly to reflect changes to those mechanics since 1.0. It wasn't much off, but it was a little.

Chris_McElligottPark

Nov 11, 2014 5:13 pm

administrator   ~0039733

* The technologies game mechanic is now unlocked from the start in betrayal mode, as it's a pretty important part of the early game there.

chemicalart

Nov 11, 2014 9:08 pm

reporter   ~0039734

Hi Chris, some excellent changes here! It makes me really excited to try Betrayal mode again.

I will have this Thursday off, and while too late to really change some stuff in preparation to Friday, hopefully I can provide some thoughts to chew on for this weekend.

In the meantime, I will add a few things (since it is not clear)

For the planet itself, does it act at all on its own? By that I mean...does it generate armadas, resources, technology, etc? On its own? Or is it strictly dispatch only? This is very key in determining if the planet is an asset or liability.

Is my race mechanical or biological? My memory (which could be very wrong) wonders if there is more then just one technology (labgrown meat) which is applicable differently between mechanical and biological races.


You mention that Planetary Raw Resources details are accessible through the logbook, and that Armada Management window gives details for armadas. These are fine, however there needs at the very least a pop-up window to tell you to look at these locations for very very important game details.
Similarly, the most important planet stats should be highlighted for Betrayal mode. Such as ground power which is normally important mid game, but very key in all stages of Betrayal mode.

Chris_McElligottPark

Nov 12, 2014 9:34 am

administrator   ~0039735

Glad these are encouraging! And I wasn't done yet, I just had to stop for the night. But you have some excellent follow-up items anyhow. More to come in a few. :)

Chris_McElligottPark

Nov 12, 2014 10:04 am

administrator   ~0039736

* The first time you visit the Friendly Actions on a planet of your own in betrayal mode, it now gives you a different explanation that tells you a bit more about what it means to control planets, and the nature of your robot servants on those planets. The things that are and are-not produced by your planets are made clear.

Chris_McElligottPark

Nov 12, 2014 10:56 am

administrator   ~0039737

* Previously the screens about whether you had opened the hostile or friendly or whatever tabs in a game would be remembered until you shut down the program or loaded another savegame. Just starting a new game would not reset them properly. Fixed.

* The Friendly Actions text is now different for the Betrayal and Invasion modes, giving you important advice that is a lot more relevant for those particular game modes.

Chris_McElligottPark

Nov 12, 2014 12:22 pm

administrator   ~0039738

* It is no longer possible to hire informants on Obscura planets in Invasion mode. That wasn't really meant to be a thing previously, anyway. It's not thematically appropriate for them, and doesn't really unlock any meaningful options for their race.

* The hostile actions tutorial text in Betrayal mode is now vastly expanded and gives a ton of mode-specific strategic advice and information about ground invasions and other things.

* The hostile actions tutorial text for non-Obscura races in invasion mode is now expanded somewhat and gives a lot more insight into the strategies for this mode.

* The hostile actions tutorial text in invasion mode on the Obscura in particular is now very much expanded and really explains your role in that mode much better than before.

Chris_McElligottPark

Nov 12, 2014 12:32 pm

administrator   ~0039739

* The first time you click into the technology tree window in betrayal mode only, there is a brief tooltip that pops up with some general information, as well as a note to check your logbook for a more detailed tutorial.

Chris_McElligottPark

Nov 12, 2014 1:11 pm

administrator   ~0039740

* The tutorial popups that happen when you first visit the politics screen for each race are now completely different for Invasion mode. Instead of talking about how they might relate to the federation, it talks about how you might use them in the war effort against the Obscura.

* The tutorial popups that happen when you first visit the politics screen for each race are now adjusted appropriately in Betrayal mode. They now discuss threats and opportunities that the races likely pose to your budding empire.

Chris_McElligottPark

Nov 12, 2014 1:15 pm

administrator   ~0039741

That should be everything! :)

Issue History

Date Modified Username Field Change
Nov 9, 2014 3:38 pm DrFranknfurter New Issue
Nov 9, 2014 3:46 pm DrFranknfurter Description Updated
Nov 9, 2014 3:47 pm DrFranknfurter Description Updated
Nov 11, 2014 1:01 pm Chris_McElligottPark Note Added: 0039726
Nov 11, 2014 1:50 pm Chris_McElligottPark Note Added: 0039727
Nov 11, 2014 2:53 pm Chris_McElligottPark Note Added: 0039728
Nov 11, 2014 3:20 pm Chris_McElligottPark Note Added: 0039729
Nov 11, 2014 4:57 pm Chris_McElligottPark Note Added: 0039731
Nov 11, 2014 5:03 pm Chris_McElligottPark Note Added: 0039732
Nov 11, 2014 5:13 pm Chris_McElligottPark Note Added: 0039733
Nov 11, 2014 9:08 pm chemicalart Note Added: 0039734
Nov 12, 2014 9:34 am Chris_McElligottPark Note Added: 0039735
Nov 12, 2014 10:04 am Chris_McElligottPark Note Added: 0039736
Nov 12, 2014 10:56 am Chris_McElligottPark Note Added: 0039737
Nov 12, 2014 12:22 pm Chris_McElligottPark Note Added: 0039738
Nov 12, 2014 12:32 pm Chris_McElligottPark Note Added: 0039739
Nov 12, 2014 1:11 pm Chris_McElligottPark Note Added: 0039740
Nov 12, 2014 1:15 pm Chris_McElligottPark Internal Weight => New
Nov 12, 2014 1:15 pm Chris_McElligottPark Note Added: 0039741
Nov 12, 2014 1:15 pm Chris_McElligottPark Status new => resolved
Nov 12, 2014 1:15 pm Chris_McElligottPark Fixed in Version => 1.900 (Tutorial And Story Touches)
Nov 12, 2014 1:15 pm Chris_McElligottPark Resolution open => fixed
Nov 12, 2014 1:15 pm Chris_McElligottPark Assigned To => Chris_McElligottPark