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Dancing, er..Playing with the Devs

Posted: Sun Mar 01, 2009 2:45 am
by Cpt._Keyes
Last night we had two AoC devs online playing...and passing out pointers and tips (like always try to dodge to your opponents left...since their swing comes around from the right...i never thought of that) but they brought up some other things...

Would you feel if the game benefited from a tutorial video...or a 1 player mission for a tutorial? there is ALOT of finesse in the game that many people miss out on that make it a much much better game.

also please post up any other ideas or questions you have about this game, they like answering questions...and basically like talking about their mod, I will see to it they get those ideas or you get answered...


GET AOC!

Posted: Sun Mar 01, 2009 6:01 am
by Tarrock
Did the lag ever get any better?Got fustrated and quit after that mass stair map ended because of the lag.

Prob needs to be a 1 player scenario or mini-campaign explaining objectives(like board gathering) and basic combat. From my experience, tutorial videos are really boring to watch. Keeps a player more intrested if they can interact with the tutorial.

Posted: Sun Mar 01, 2009 2:37 pm
by Cpt._Keyes
yeah the lag subsided...im actually glad we had that lag...showed me the server was at capacity!!

but come on people get me your questions and responses...dont waste an opportunity to talk to the devs...they are genuinely interested in any questions/comments you have...

Posted: Mon Mar 02, 2009 7:52 am
by Cephas
LEFT MOUSE BUTTON SPAM!

Seriously, though, I'd like an opportunity to walk through a tutorial: once again, TheVille sets a steep learning curve.

Posted: Mon Mar 02, 2009 8:15 am
by Plinko
A tutorial mission can be difficult to .script and develop. . . especially if they haven't written an AI so you can interact with others. . .

I would think some increased tooltips .scripted in game might be more useful and a lot easier to do, especially since each map seems to have pretty different situations.

Even before the update, it was tough to understand how the machinery worked or what you were supposed to do with it, having tooltips pop up would have gone a long way toward understanding what to do and when to do it. Also, players who know what to do and how things work can turn them off.

Posted: Tue Mar 03, 2009 10:23 am
by MasterChef
I'm not really big on tutorials. But I managed to sort of figure this game out.

Maybe they could have an option that when you die it could post some survival pointers/tips while you are waiting to spawn.

Something like...

"You died...try to dodge to your opponents left...since their swing comes around from the right"

But, I would want to be able to turn that option off since I'm awesome.

Posted: Tue Mar 03, 2009 4:21 pm
by shimmybot
:lol:

Posted: Fri Mar 06, 2009 3:18 pm
by LadeeeDuke
[quote="Plinko";p="156503"]A tutorial mission can be difficult to .script and develop. . . especially if they haven't written an AI so you can interact with others. . .

I would think some increased tooltips .scripted in game might be more useful and a lot easier to do, especially since each map seems to have pretty different situations.

Even before the update, it was tough to understand how the machinery worked or what you were supposed to do with it, having tooltips pop up would have gone a long way toward understanding what to do and when to do it. Also, players who know what to do and how things work can turn them off.[/quote]

I really like this game. It's been alot of fun. The only difficulty has been:

a. Instinctually having to know how to use some of the tools like catapults, buckets, etc.

b. Being rather confused or lost on large objective maps. Too many task, too little direction as to what needs to be done.

c. Lastly, the large maps are full of neat perks, but it is really hard to defend so many objectives or to run to where the next objective is happening once you have lost the previous one. I love the scenery and the nooks and crannies though. That appeals to my curiosity.