Oolite 1.82 difficulty level adjustment
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Re: Oolite 1.82 difficulty level adjustment
*If* one wants to address the complains from newcomers (and also maybe keep the vets entertained if needed), one could use the galaxies like levels. What is actually affected by the the galaxy number in the game?
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Re: Oolite 1.82 difficulty level adjustment
There's no difference between the galaxies, apart from geography. It might be possible for an OXP to do something like add an accuracy modifier to NPCs, based on galaxy number, but I think this might be too low-resolution. It might instead be better to map any such modifier - if desired - onto the player's Elite rating.Astrobe wrote:*If* one wants to address the complains from newcomers (and also maybe keep the vets entertained if needed), one could use the galaxies like levels. What is actually affected by the the galaxy number in the game?
It's not something I'd recommend myself, but it might be a reasonably straightforward solution for those who want it. Personally, I think some of the issues stem from people expecting the game to give them an easy ride at the start - even to the extent of assuming it's safe to travel back to Lave, because it's where they started from and must therefore (to people used to how most games are set up) be free of enemies. Or, if they do meet enemies there, for them to be the equivalent of kobolds and undersized goblins with poor depth perception. That might be linked to the underlying assumption that players are likely to win any fight they get involved with, because there's an expectation that all enemies will be matched to their current equipment and skill levels. That, however, ignores the perfectly good in-game ways in which newbies can avoid trouble: 1) stick to safer systems; 2) cough up cargo when pirates tell you to; and 3) run away.
Oolite is a tough game, but it does give you a chance if you let it. There's not much sense of achievement in moving up the Elite rankings if it's only ever done against enemies who are always slightly less good than you are.
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Re: Oolite 1.82 difficulty level adjustment
Thinking on this, it occurs to me that the f6 and f7 screens have lots of useful information for the experienced player but not so much for the beginner. Even if one knows that government relates to pirate and police presence, is the order of such a sequence obvious?Disembodied wrote:Personally, I think some of the issues stem from people expecting the game to give them an easy ride at the start - even to the extent of assuming it's safe to travel back to Lave, because it's where they started from and must therefore (to people used to how most games are set up) be free of enemies.
How about some f7 categories such as 'Safety/Police Presence' (could be parenthesized after government) and or 'Recommended Trade Routes'?
So Zaonce might include something like
Government: Corporate (strong police presence)
Common Trade Destinations : Isinor (safe); Lave (risky)
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Re: Oolite 1.82 difficulty level adjustment
That might be worth considering ... I do know that some US players have been puzzled the "Confederacy" is the third-safest government type, presumably because they see it as connected with the Southern States in the US Civil War.Redspear wrote:How about some f7 categories such as 'Safety/Police Presence' (could be parenthesized after government) and or 'Recommended Trade Routes'?
So Zaonce might include something likeGovernment: Corporate (strong police presence)
Common Trade Destinations : Isinor (safe); Lave (risky)
Even if there were just four categories, with two government types in each - e.g. strong police presence (Corporate and Democracy), adequate police presence (Confederacy and Communist), reduced police presence (Dictatorship and Multi-Government) and minimal police presence (Feudal and Anarchy) - it would give some guidance.
In the old days *puffs on pipe* players would have a printed manual and/or reference card to hand, but now, not so much; so maybe there's a good reason to stick more of the manual's information into the game.
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Re: Oolite 1.82 difficulty level adjustment
*peers over bifocals* Aye.Disembodied wrote:In the old days *puffs on pipe* players would have a printed manual and/or reference card to hand, but now, not so much; so maybe there's a good reason to stick more of the manual's information into the game.
Done right, I think it can be an aid to immersion/experience rather than just the gaming equivelant of sticky labels or poorly translated subtitles.
I wouldn't say Oolite is tough, I'd say it's "old school".
The existing material for beginners is well crafted and one can see that a lot of efforts, passion and talent have been put into making it. It's unfair that only a fraction of this material will reach the new players. These days, most players don't pay enough attention while doing even an interactive in-game tutorial. But why would we care about that kind of player anyway? Because bad first impressions happen, and because a tiny fraction of players eventually become contributors.
I think that one could offer a first "tutorial" mission to the new player. One would still assume that he/she has completed the tutorial; the purpose is not to replace it. Something like a parcel delivery contract except the player is told what to do and why at each step. A possible scenario is that the guy who sold you his Cobbie is a retiring trader that likes you for some reason. But on the other hand that kind of setting maybe calls for too much verbosity. Perhaps something more straight to the point like a secret delivery mission in which the player is given direct orders with very few justifications (like "avoid this place because it's too dangerous", "pick some food here and sell it there like a trader would do", "run away from pirates and drop containers if necessary because we won't take any chance", etc.). It would also serve as an excuse to give the new players a slightly generous reward and help them with getting the basic equipment they need.
The existing material for beginners is well crafted and one can see that a lot of efforts, passion and talent have been put into making it. It's unfair that only a fraction of this material will reach the new players. These days, most players don't pay enough attention while doing even an interactive in-game tutorial. But why would we care about that kind of player anyway? Because bad first impressions happen, and because a tiny fraction of players eventually become contributors.
I think that one could offer a first "tutorial" mission to the new player. One would still assume that he/she has completed the tutorial; the purpose is not to replace it. Something like a parcel delivery contract except the player is told what to do and why at each step. A possible scenario is that the guy who sold you his Cobbie is a retiring trader that likes you for some reason. But on the other hand that kind of setting maybe calls for too much verbosity. Perhaps something more straight to the point like a secret delivery mission in which the player is given direct orders with very few justifications (like "avoid this place because it's too dangerous", "pick some food here and sell it there like a trader would do", "run away from pirates and drop containers if necessary because we won't take any chance", etc.). It would also serve as an excuse to give the new players a slightly generous reward and help them with getting the basic equipment they need.