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Posted: Tue Apr 26, 2011 5:32 pm
by refill
The $#@! am I going to trawl through this thread to find out who is taking a cheap shot at Tigger. Any country who is sending a team to Kiwiland this summer cannot have that @#(!ty a inhabitants. Besides.....
It's XT's fault.

BTW he just out of the hospital after having a third testicle removed!

Posted: Tue Apr 26, 2011 5:44 pm
by Dorjan
I've gotten a good handful of people to play the game. A few quit due to abusive attitudes, a few due to tech issues (well they didn't quit but couldn't get it to work correctly) and a few quit due to gameplay.

Some have stayed around. This game isn't everyones cupatea :P

Posted: Tue Apr 26, 2011 8:46 pm
by Clay_Pigeon
DonKarnage wrote:QUOTE (DonKarnage @ Apr 26 2011, 08:04 AM) They all seem to want things served to them on a silver platter, and needing to read a manual is waaay out of the question with them. They don't want to read pages and pages of text, they just want to jump right in and enjoy the game.
I think some of this newbie curve can be helped by revamping the training portion of the program. The addition of a nanning mission is helpful, but our current training missions are more focused on learning the interface and not-as-focused on how the game is actually played.

Unfortunately, this would be a very work-intensive endeavor that would require a lot of planning and Dev Zone support (training missions are written in C++). On top of that, I'm not sure what the capabilities of the training scripts are.

Posted: Tue Apr 26, 2011 9:20 pm
by DonKarnage
Well, perhaps instead of wasting further effort on writing future training missions in C++, we could write a mission creator/editor that will simplify the process to something anybody could do, and made into a stand-alone file, not imbedded in the exe.

From that, it could then easily get more of the community involved, and missions could be shared in posts or topics, especially those in the cadet program.

Posted: Tue Apr 26, 2011 9:26 pm
by notjarvis
Yeah I suggested that a while ago Don.

It's still a pretty reasonable amount of work though

Posted: Wed Apr 27, 2011 4:16 am
by quackdamnyou
Spur-of-the-moment suggestion: maybe we could get a new welcome thread in this forum with, you know, a welcome message at the front?

Posted: Wed Apr 27, 2011 9:15 am
by lexaal
quackdamnyou wrote:QUOTE (quackdamnyou @ Apr 27 2011, 06:16 AM) Spur-of-the-moment suggestion: maybe we could get a new welcome thread in this forum with, you know, a welcome message at the front?
Maybe we could also allow anonymous access to the inside of our forum?

Posted: Wed Apr 27, 2011 9:36 am
by MrChaos
lexaal wrote:QUOTE (lexaal @ Apr 27 2011, 03:15 AM) Maybe we could also allow anonymous access to the inside of our forum?
gah.please.no

Posted: Wed Apr 27, 2011 11:41 am
by Makida
lexaal wrote:QUOTE (lexaal @ Apr 27 2011, 05:15 AM) Maybe we could also allow anonymous access to the inside of our forum?
MrChaos wrote:QUOTE (MrChaos @ Apr 27 2011, 05:36 AM) gah.please.no
Read-only access for guests wouldn't be so bad, would it?

Posted: Wed Apr 27, 2011 11:44 am
by Cadillac
Clay_Pigeon wrote:QUOTE (Clay_Pigeon @ Apr 26 2011, 09:46 PM) I think some of this newbie curve can be helped by revamping the training portion of the program. The addition of a nanning mission is helpful, but our current training missions are more focused on learning the interface and not-as-focused on how the game is actually played.

Unfortunately, this would be a very work-intensive endeavor that would require a lot of planning and Dev Zone support (training missions are written in C++). On top of that, I'm not sure what the capabilities of the training scripts are.
Running open training sessions with scenarios on the other hand could be an idea.

Edit: Kinda like the Cadet training sessions, but for newbies too. Some people quit before even bothering to enroll in AFS.