Re: [0.17.1] intro too hard
Posted: Tue Mar 12, 2019 8:21 am
I just completed the tutorial 0.17.11 and i find that it is too hard or more to say that its overwhelming. Attached is the screeenshot. At around 70% completion the biter attacks are too much for the production/consumption of iron and from that point you can only stall while your backlog of ammo is used up. In the attached screenshot my ammo belt for the right hand side was half filled on half the belt coming into that 70% mark. The left hand side of turrets production could not keep up.
I survived because i stalled the walls destruction with repair packs for the final 10-15% of the science.
This may seem like good balance however i feel like a new player may get "stuck" creating all their iron into ammo and being unable to make science while not producing enough ammo to survive the ever-increasing biters.
This is very good for a scenario type map however I find it unfitting for a tutorial as it doesn't showcase the biters as in the regular open world game.
The parts that i feel are missing for a full tutorial are as follows:
- Biter evolution & resistances
- Better/different weapons to beat resistances
- Oil/fluids production and cracking
- Train stops and signals
Whether you make a single long tutorial with stages like this one or an advanced tutorial as a sequel is up to you.
The oil and trains i find are a large difficulty spike in the game play and should be covered in a tutorial. Personally learning it stalled my progression for the longest out of the whole game comparatively.
The tutorial needs more focus on that increasing production increases pollution which increases attacks. A science per second production goal would be nicer. Advise the player to increase science production per second as its too slow then say that due to increased production the pollution has made more biters attack requiring more defenses. A few medium biters added in would be best.
I survived because i stalled the walls destruction with repair packs for the final 10-15% of the science.
This may seem like good balance however i feel like a new player may get "stuck" creating all their iron into ammo and being unable to make science while not producing enough ammo to survive the ever-increasing biters.
This is very good for a scenario type map however I find it unfitting for a tutorial as it doesn't showcase the biters as in the regular open world game.
The parts that i feel are missing for a full tutorial are as follows:
- Biter evolution & resistances
- Better/different weapons to beat resistances
- Oil/fluids production and cracking
- Train stops and signals
Whether you make a single long tutorial with stages like this one or an advanced tutorial as a sequel is up to you.
The oil and trains i find are a large difficulty spike in the game play and should be covered in a tutorial. Personally learning it stalled my progression for the longest out of the whole game comparatively.
The tutorial needs more focus on that increasing production increases pollution which increases attacks. A science per second production goal would be nicer. Advise the player to increase science production per second as its too slow then say that due to increased production the pollution has made more biters attack requiring more defenses. A few medium biters added in would be best.