Suggestions for tutorial

Wisdom and controls that the tutorial never disclosed

On the whole, I'm loving the game. 

 

But... I would definitely recommend enhancing the current tutorial(s) a bit.

 

I think it would make it much easier for new players to ramp smoothly. 

 

Some thoughts and recommendations:

 

- When you start the game, it is hard to know whether you should do the tutorial or play the campaign. I did both, starting with the tutorial. I found that the campaign actually offered much better instruction, which seems somewhat odd. Perhaps it would make sense to provide the "lighter weight" campaign tutorial, and then use the formal "tutorial" for a deeper dive into controls and strategy.  

 

- In both scenarios (campaign and tutorial), user is greeted with quite a few icons, buttons, suboptions, etc. You don't get a breather, and the action just starts right away. It would be better IMHO to start with a bog basic orientation to the interface. "This area of the interface is where you could find.."

 

- Some text instructions don't stay on the screen long enough. 

 

- To remedy the above, please make it possible to review text instructions after they disappear from the screen.

 

- Some commands don't seem to be covered in the tutorial, and cold perhaps be added. For example, ctrl+click to center on a unit. Or commanding a unit to follow a formed-up troop (blue arrow), which seems to actually incorporate the unit into the formation.

 

- Include some rudimentary explanation (and experimentation with) of the basic move commands, like a-move (a key), add move (d key, I think), patrol key (p?), and sequential ordering (shift key). Not sure if these were all covered. 

 


- Slow down and add detail on the explanation of structure construction and the concept of "tree" progression (ex. you need this upgrade to build...).

 

- Slow down and add detail on the concept of unit production. It took me a while to understand what was happening when I produced one unit. I clicked the "Brute" production a bunch of times, and a bunch of brutes popped out. I then focused on other things, and more brutes popped, and I said to myself "why did that happen?" I had to go back, restart, click the button once, watch what happened. Then I started to understand. And it also took me a while to notice the queue of troop production. 

 

- Introduce the concept of control groups in the tutorial. it is in the campaign, but not the tutorial. 

 

- Explain the types of troops in more detail. Give the user the opty to test/experience what they do individually.

 

- Slow down and add more detail to explanation of resources. Make user do some resource management exercises. I'm still not sure I understand that aspect of the game entirely.  

 

- There is an interface in the top right that I have totally ignored. I know they have something to do with resources, but those screen controls are almost totally non-referenced by the tutorial (maybe one reference to accessing the quanta interface, but what else do those screen controls do???).

 

- Maybe, separate from the game, create an area on the website where users can look up specific troops and their purposes. Blizzard has done this pretty well for starcraft. You can get a summary of each unit and its purpose. Maybe you already have this, and I just haven't found it. I frankly haven't looked yet, but would like to see it. You could address each unit's purpose, behavior, AI/logic, have videos of actual game performance, etc. 

 

- Add more "loading tips" to the game. Or do daily tips, or whatever. Again, this is something that Blizzard has utilized well, and it helps people learn the game and improve gradually.    

 

 

Just some ideas. All I'm saying is I had to WORK to ramp-up on the interface.

 

The tutorial didn't spoon feed me, and I wanted it to. 

 

 

Other thoughts... how about adding some OPTIONAL subtle color coding to reflect purposes/specializations of ships & units? I have to do the hover thing to figure it out at the moment. Over time, this will surely get better... but the learning curve....

 

I just think more players would enjoy the game if you make it easier for them to ramp.

 

6,639 views 13 replies
Reply #1 Top

I just went to look at that website. 

 

This is useful, but is buried on the site:

 

https://stardock.cachefly.net/www_ashesofthesingularity_com-assets/game/gameplay/sde_quickstartguide_ashes_0331.pdf

 

Some of that information could certainly be added to the tutorial...

 

E

 

Reply #2 Top

Good feedback

Reply #3 Top

Add the information on troop formation/creation too.

 

The information at this link seems esp. relevant:

https://forums.ashesofthesingularity.com/478101/page/1/#3639896

 

I ended up figuring out the "disband" concept on my own.

Would have been nice to have some prompting/explanation.

 

Reply #4 Top

Another topic for tutorial is reinforcements... how to click on T2+ units to call reinforcements.

 

Relevant posts:

https://forums.ashesofthesingularity.com/478149/page/1/#3639940

 

 

This too could be included (from another thread):

 

Once you request reinforcements, any factories with free production capacity will start building units to fulfill reinforcement requests. This means you don't ever have to go back and manually have factories build things anymore, though you will have to go back and turn off a predefined build queue and the repeat option. Just click or shift-click unit types in the build menu on your existing armies, and let the factories automatically fulfill the requests. It's quite nice, and it's about halfway to where the game really should be (army templates that you can define and instantiate without having to use existing armies and join them into an army). 


And another link:

https://forums.ashesofthesingularity.com/478155/page/1/#3640124


Reply #7 Top

The tutorial needs a lot of work as it misses a great deal of things. It was made during Early Alpha before the campaign was available. The beginning of the campaign is very tutorial like. Some people play the tutorial, get bored, review down the game and get a refund.

With the future expansion and 2nd campaign with the substrate, if I were a dev, I would seriously think about scrapping the tutorial and instead add missions or expand current Episode 1 missions to become a full tutorial for the game and the PHC. Then at the beginning of Episode 2, which will be played from the Substrate perspective, teach the substrate specific mechanics, like energy. It makes learning the game more interesting than a fixed tutorial as there is a story attached, making it more involving, creating a better first impression.

Reply #8 Top

I would agree with that... I'm just trying to make a list of topics I would love to see addressed.

 

Am assuming it would be helpful to a dev to know what information players might appreciate.

 

Reply #9 Top

For sure, wasn't trying to take anything away from all your findings. Just think they might want to package it differently for future players.

Reply #10 Top

My thought was maybe like a tutorial area that goes deeper... exploring nuances and strategy... maybe like a mini library of interactive exercises (or short levels). 

 

And then the campaign which teaches you to play at a basic level as you progress.

 

... and them some addiitonal reference material on the website.

 

Either way, they aren't quite there yet.

 

I suppose that consolidation of the tutorial into the campaign would be equally acceptable, as long as sufficient detail could be added.

 

Just needs some plain old fashioned work. :)

 

 

 

 

 

 

 

Reply #12 Top

Wow.. just found this too... was squirreled away in a corner of the steam interface:

 

http://cdn.akamai.steamstatic.com/steam/apps/228880/manuals/Ashes_User_Manual_033116.pdf?t=1469127755

 

All this stuff should really be consolidated in an obvious place on the website.

 

 

Reply #13 Top

I've clocked a lot more hours now. And I'll add to the list that some of the buildings hardly get any treatment in the tutorial. Laser "cutter" building, for example. 

 

Great against Dreads at right time. But you don't learn to use them in the tutorial at all.