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Messages - Ehndras

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Helpline / Re: Artifacts - Dead creator
« on: January 27, 2018, 08:43:57 PM »
How do we re-assign a "lost" artifact? I can't find the "Tear of Armok" after I killed off Urist Tarzath, Emperor of the Children of Armor :(

Conduct & Design Discussion / Re: How to Tutorial
« on: January 27, 2018, 08:42:56 PM »
Inclined to agree. Having counters/stats that keep track of certain things has often spurned me to try things I never would otherwise.

Helpline / Re-founding old realms
« on: January 27, 2018, 08:40:06 PM »
Noticed a few old realms pop back into existence recently. How do we bring back old realms? I don't see the option anywhere. I assume you have to have been a ruler of said realm at some point? If so, I'd love to bring back some of the realms I've ruled.

Sadly, some genius renamed Arrakesh and wiped out its data, but there are plenty of others that could use a come-back.

Conduct & Design Discussion / Re: How to Tutorial
« on: January 02, 2018, 03:02:58 AM »
Hmm. Video tutorials work, for sure, but many players are do-and-learn types. Some can watch video tutorials and Lets Plays all day but most can learn more in 5 minutes of clicking around than 5 hours of watching some other guy do it for you, catch my drift?

Conduct & Design Discussion / Re: How to Tutorial
« on: January 02, 2018, 03:00:33 AM »
You know damn well you bring solid ideas to the table, Legro, so don't ask rhetorical questions. :P

In accordance to how you framed the question, it was the only meaningful option. I still think having tutorial-mirroring achievements in the ACTUAL game is a plus, if only as a reminder (and ego-boost) but a simulated framework is the way to go. Just figured no one wanted to bother making one so it wasn't a serious option.

If one is to agree, one should provide feedback and ideas. Would've been easier to just post "Yeah, do that" but what's the point (or fun!) in that? ;)

Conduct & Design Discussion / Re: How to Tutorial
« on: January 02, 2018, 02:49:28 AM »
Honestly, if you don't feel like doing all the work, or just want an ultra-barebones example to base it on, anyone (Esp. veterans, anyone whose served as a recruiter or in a technical capacity. Death by Powerpoint!) can take screenshots of in-game screens and create your typical Powerpoint-presentation styled sequential tutorial.

Hell, I could bang it out for the hell of it if you want. It'll be a little ghetto since I lack fancy applications, but it'll give you an idea.

Conduct & Design Discussion / Re: How to Tutorial
« on: January 02, 2018, 02:45:59 AM »
Woops, forgot to mention, if you code in "chapters" you can allow people to partake specific bits of tutorial piecemeal by jumping into the segment they need a refresher for, rather than do the entire thing from step 1. More like a series of linked interactive scenarios at that rate, though it need not necessarily be designed as such.

Conduct & Design Discussion / Re: How to Tutorial
« on: January 02, 2018, 02:43:18 AM »

Hmm. A few thoughts, then.

First, we can all agree that no one wants to take part in a lengthy simulated tutorial. Nobody - especially not impatient new players and RPG vets who want to interact with actual human beings.

Outside of providing a player-run tutorial area replete with its own drawbacks and biases, it seems the optimal way forward is an unobtrusive, basic framework simulated tutorial that shouldn't take longer than 5-10 minutes to complete.

Have it as a basic requirement for new accounts, and an optional link for others who desire a refresher course in mechanics. You access the simulation and there you are in the map view to begin with, in zoom-tier 5. (furthest before settlement names no longer display) Cue tutorial:

"This short tutorial will teach you the basics of interaction in Might & Fealty. Lets begin!"

"Welcome to the village of Whitemead![/size] T[/size]he Map and Travel tab lets you see and navigate the world: first lets zoom in using either your mouse-wheel or the + & - buttons on the upper-left zoom slider. (you can minimize tutorial text-volume by using visual UI aids like arrows, outlines, cutouts, and highlights)

Click on the red circular settlement icon to learn more from the settlement tooptip: Whitemead is a large village in a dense forest biome, owned by Lady Alina Huntsmaster. Later you will learn about biomes, settlement types, and ownership. For now, lets find the city of Hawks Hold!

Find the settlement search bar a
[/size]bove the zoom slider[/size]: typing Hawk or Hold will display every settlement containing those words. Type in Hawks Hold and click on its entry in the drop-down menu to proceed. Note the map has selected Hawks Hold and highlighted it with a yellow circle. But how do you get there?

Click the Travel tab located on the bottom-right and c
[/font]lose the Hawks Hold tooptip. Drag your mouse pointer across the map and note the blue circle that marks your destination. Now click on the Hawks Hold settlement icon to set your destination, then set route to begin![/font][/size] If you make a mistake, just [/size]remove [/size]{[/size]the} [/size]last[/size] waypoint or [/size]clear[/size] all movement. Note that y[/size]ou can set multiple waypoints for point-to-point long-distance travel.
[/size]For this tutorial we'll speed things up, but long-distance travel occurs over a period of in-game days. O[/size]ne day in Might & Fealty happens every 6 hours. For more information read [/color][/size][size=78%][/size]

By now you've reached the gates of glorious Hawks Hold! You're currently outside the city walls, where bandits and enemy armies can attack you. Click or hover your mouse over the Actions tab and select Enter Settlement. Oh no, the gate guards deny you entry! We'll notify the guards for you this time, but in the future you'll need permission from the estate owner to get inside. Can't just let any random army wander past our defenses, now can we? Please see [/size][size=78%][/size][/size][size=78%] [/size][/size]for more.[size=78%]

[/size]Lets try that again, shall we?

Success! Through the Actions tab you can now access Local Quests, visit the Tavern, and get a drink or hire mercenaries at the Inn. With certain permissions you can even Train Soldiers, Recruit Entourage, Trade, construct Buildings, andmuch more!

[/size]Looks like your liege Alexios Eirenikos, ruler of Hawks Hold, has sent you a missive! Click or hover over the Messages tab - Conversations Overview and Messages Summary will list all your future discussions, but for now just[size=78%][/size] select Unread Messages. Note that all in-game messages are In-Character unless otherwise noted. Communication takes place between the characters of two or or more players who don't necessary know one another face-to-face, representing different ranks and cultures in any given realm. For more information see [/size]

"Hail and Well-Met,

Welcome to Hawks Hold, young knight! We are currently in the midst of war against the Kingdom of Badlandia, so you must be on your guard. I've instructed my captain to assign you a few soldiers and give you x gold with which to recruit mercenaries. I trust you'll serve with honor.

Nearby is the village of Gnarley Wood, held by the enemy lord Vidar Lindholm. We've harried Vidar in the western grasslands so now would be an opportune moment to strike while his army is away. Recruit a band of mercenaries at the Inn to supplement your unit and travel to Gnarley Wood. Once there, you are tasked with initiating a takeover. If you succeed, you will replace Vidar as the Lord of Gnarley Wood and become master of your very own estate.

While Knights rely on the troops and supplies of landed nobles, a Lord can train, equip, and lead his own men into battle. There is more to Lordship than combat, of course, but lets focus on the task at hand for now. Take your men and secure Gnarley Wood for the good of the kingdom, and we'll speak again when your mission is complete.

(OOC: )

For the Kingdom,

Alexios Eirenikos
Duke of Hawks Hold

[/size]Exemplar of Hawks"

[/size]In the actual game its wise to reply to messages, especially from your liege. To learn more see [size=78%][/size] .

Remember the Inn from earlier? Via the Actions tab, select the Inn and hire a group of mercenaries. For this exercise their equipment, size, and experience doesn't matter. Hire a group then return to the Map and Travel tab to make way for Gnarley Wood. Once you arrive you'll notice you can't enter the settlement. You're their enemy, after all!

This is where your army comes in. You'll want to Take Control of the village once you've forced your way inside; though you'll have to force your way into a defended settlement first."

So on and so forth. I'd keep going but none of my characters are in a non-owned settlement so I can't recall the proper button names and texts atm.

You get the gist. With near-instant travel and action timers (5 seconds perhaps) you can guide a new player through the gist of travel, interaction, combat, takeovers, and basic lordship in a few minutes' time and completely eliminate that dastardly "the hell do I even do" feeling we all start with.

Hell, it'd be a boon to those who've been gone long enough to not remember certain details or nuances, or who predate certain mechanics or changes made over time. One could also script a scenario that teaches some more complex strategic maneuvers like bridge blockades, multi-party battles, sea travel, and the like.

Yeah, I know it might be a pain in the ass to script all this within the context of the game, but perhaps it'd be easier to just simulate the gist of it independently, since the simulated tutorial world would look like MF but not actual BE MF. Just a barebones framework to teach you the basics, complete with links to the respective manual/wiki entries for those who want/need to learn more. I've written tutorials for a few smaller games along these lines, and the simulated environment bit always seemed to work out for the better, as long as you do so in a streamlined and "natural" manner.


Conduct & Design Discussion / Re: How to Tutorial
« on: January 01, 2018, 11:48:55 PM »
The whole achievement-as-a-tutorial concept is wonderful. After questioning fellow players in hundreds of games of every genre and UI-style over the years, the most well-received and respected tutorials were nearly always that of nonscripted ie open-ended tutorials. Guided by a series of achievements with associated tooltips that follow a logical step-by-step process, or an achievement Tree that branches out into different activities, this method allows players to learn the ropes at their own rate, while amassing and keeping track of minor accolades. (which do bring some weird pleasure to some, including myself, for entirely unknown reasons).

For example, Medieval Engineers. Their newest system is more comprehensive, however, now split into a Tech Tree where you do a little tutorial mission where you test out every new major block/item/tool and unlock it as a result, leading up to you actually knowing wtf to do with the more complex and dynamic components and items.

Step 1 is usually thus "go to x location (first time, teaching you HOW to do so, what buttons to press, little tips on what to do and not do for optimal performance), then "gather x number of materials A B and C" (helping you learn to identify different natural flora/fauna/geography in the process!) or "Access panel/button/UI/hotbar X via Y to proceed to Z" so you know where to go, what to do, how to do it, what you need to achieve it, and then, most importantly, what you can do/make/achieve as a result.

In this case, first you just do the basics like gather rocks and make a campfire, or gather stone/flint+sticks from x y or z natural resource (berry bushes, saplings, etc) to make your first tool, a stone axe. Then you start the one where you equip said axe via a tooltip that explains how to use and cycle thru the ever-useful hotbar, then use it to cut down a tree, then cut that into logs and scraps, then make your first crafting table, all the way down to how to find natural ore veins, up to cooking logs to make charcoal for fires and steel, and later even advanced engineering processes and logic of the physics system, because no one likes it when your fancy new windmill collapses because your rickety stone tower topped off the side of a mountain because the game just expects you to know everything magically.

Conduct & Design Discussion / Re: New Permission System Design
« on: January 01, 2018, 11:18:13 PM »
Cipheron nailed it.

Realms Chat / Re: Suddenly, I inherit half a continent
« on: December 19, 2017, 02:15:31 AM »
Suddenly, hes slumbered again.  :-*

Too much of a headache to deal with. Figured it best to let nature sort itself out.

Realms Chat / Re: Suddenly, I inherit half a continent
« on: December 07, 2016, 10:06:57 PM »
Yeah, I'm being assaulted by suicide knights in numerous estates. What the hell did I get dragged into? Seems like some sort of OOC conflict with someone who has a grudge.

Realms Chat / Suddenly, I inherit half a continent
« on: December 07, 2016, 09:54:58 PM »
Apparently my religious figurehead inherited 59 estates, 2 realms, and a war. Who the hell quit, how many of them, and what do I do now?

Realms Chat / Re: Idraei
« on: December 01, 2016, 05:32:02 PM »
Roman? Oh. That. Uhh, sure.

Rage Zone / 2 Years of Hunting
« on: November 30, 2016, 10:29:57 PM »
After the last 2 years hunting the bastard, I finally fulfilled the oath I made upon joining Might & Fealty.

Asran II DeadKing has fallen to my blade.


Feast in hell, ye cunt.

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