CDarklock wrote: Mon Mar 04, 2019 4:36 pm
Also, I don't think it's realistic to expect you'll beat the campaign your first time through. This is why we have autosaves. If you screw up and lose, I feel like you're supposed to go "dammit, I did it wrong" and reload a save. It seems like a lot of people are just saying "dammit, this campaign is broken." It's a matter of expectations; people seem to be saying "this is a tutorial and I already know what I am doing." But it's not; it's a campaign, which might be productively viewed as an early questline in some other game. You can totally fail early questlines, even if you know what you're doing, if you make bad decisions or don't try hard enough. And I think a lot of people are phoning it in, not paying attention, and then feeling betrayed when the mission isn't trivial.
Like when you're sneaking through Movarth's lair in Skyrim, and you're on the little catwalk where you can shoot him with arrows and he'll never be able to find you, and you've done it fifty times so you have this down
pat and then you just casually walk off the edge and land on his thrall. Which does not end well.
Perhaps, but however you dress it up, it looks and feels like a tutorial. The first mission of a campaign is generally a tutorial, unless there is a separate tutorial option. Honestly, if it had changed maps, I would have thought. "Oh, tutorials over. Time to get serious". Instead, it just continued, and kept feeling like a tutorial.
There is nothing wrong with a defense scenario like that. The problem is largely, again, that it not only ramps the attack waves up, but does so to the point that if you don't play by the rules (Produce bullets and nothing else, which it doesn't tell you) you get overrun. And adding more defenses is worthless because it perfectly scales with your defenses. In no other tutorial I've ever seen has difficulty scaled with perceived skill, because a tutorial is not supposed to be challenging, but rather an interactive learning experience or something like that.
----
Also, while I can now know that the "first mission" is "totally not a tutorial" it doesn't matter.
Other games use tutorials that way. It has all the normal features of a tutorial. restricted controls, interface, very specific actions to progress, slow unlocking of each feature, with explanation. Up until the end where, rather than demonstrating combat defense, it tells you that you can never keep up with the level of attacks, and if you investigate it yourself, realize that each bullet you produce means another enemy, such that extra defense is a liability.
While this is true, usually it is only a liability in that it costs resources, not in the, More defenses means more enemies trying to tear them down.
Still looking for a newbie video of the new "not tutorial"
sunnyskies wrote: Mon Mar 04, 2019 6:11 pm
I confess, I’m a bit baffled at how increasing difficulty to a point where you still have a chance to lose when you’re doing well is considered a punishment. Isn’t that a reward? All these horror reports inspired me to check it out in hopes of getting gloriously overrun.
If I’m losing, I take it as a lesson that I can improve. That need to improve has me stretching my creativity, and there’s no greater reward for me than that.
Its fine in the real game, but as a tutorial, it really isn't right.
The problem is that, if you get overrun, the conclusion is, I didn't build enough defenses. Great lesson, for other games, even Factorio. So you might re-do it, and discover that, nope, thats not enough defenses either. And you do it again, and suddenly you realize that they are sending larger attacks when you put up larger defenses. Then you realize, Ok, so defense in this game is futile, and my factory will be overrun no matter what I do.
Then you go to the forums, and discover, suddenly, that pollution is what scales the waves, along with research progress. So you go back, stockpile ammo and research, set everything up, shut down everything you can, and watch as you casually counter all the attack waves.
If it explained the pollution, I would have no problem whatsoever with the ending. After all, especially with the new biter spawning fix, it is quite clear that pollution is the source of biter-based problems, and getting maximum functionality out of minimal pollution is the way to go. But this is never explained in the Not Tutorial.