Queen_Herpes wrote:Woodruff wrote:Queen_Herpes wrote:Player wrote:Queen_Herpes wrote: This recommendation offers a reasonably achievable goal: participate in X games, unlock this cool thing; participate in X more games, unlock these other cool things; etc. A goal of this suggestion is to allow new Recruits to experience this great game with basic, beginner, understandable, game options that donāt give an unfair advantage to seasoned players.
This is where our long-standing disagreement begins. The REAL truth is there is no clear stair-step ladder to the various CC maps. I began with Age of Merchants and Coral Cairns. For a while, I did pretty well on those. Then Fuedal and AOR came along. They threw most people for a loop, but a lot of people have wound up enjoying them immensely. Now we have such a wide range of play styles the idea that any kind of a specific ladder such as you describe actually helping players to understand the maps just does not make any sense.
You started in one place, I started in a different place, that guy over there started in an even different place, but we all were limited and prevented from playing certain maps. None of us could play the maps that hadn't yet been developed, so we couldn't start there.
It's really not a sound argument to suggest that your idea of limiting maps is good because you were limited from "playing on maps that hadn't yet been developed".
The argument comes from the fact that all of us who are here playing games and conversing in fora are still here despite the fact that we were gradually eased into each of the new settings and new maps over time.
That isn't even an argument. It's taking a situation and trying to twist it as much as you can to fit what you WANT it to be.
Queen_Herpes wrote:We all stuck around because new facets of the site, new functionalities, new settings, and new maps were introduced piece by piece.
No. That is a lie. That is not even remotely true. We all stuck around for many different reasons, but they had nothing at all to do with "oh good, new things are being introduced at a nice, slow pace!". In point of fact, we have lost interested members precisely because of the inordinately slow pace at which things are implemented here.
Queen_Herpes wrote:Woodruff wrote:Queen_Herpes wrote:The new recruits that join today are confronted with hundreds of maps and several settings whose funcationality is not readily apparent. Why not give new recruits these settings in a piecemeal fashion? We got to try the maps and settings in piecemeal form. I think new recruits should get that same benefit.
You see that as a benefit. I see that as a negative. My view has ALWAYS been that the more maps I can play, the better. In fact, the thing I love about the random map selection is that I can play any map at any time with no regard for any limitation to what I can play. Personally, I would not have stayed at this site if I were limited to so few maps upon joining. I'm personally even against the anti-farming-complicated-map limitation imposed, because I would have hated that restriction to be put on me.
Any new recruit can only play 4 maps at one time, and they can only physically be taking turns on one map at a time. The new recruit is limited to certain maps and restricted from other maps. I think that restriction is a good idea.
I see nothing that makes it inherently a good idea.
Queen_Herpes wrote:Woodruff wrote:blakebowling wrote:I'll admit, I've skimmed the majority of this thread. But the main conflict seems to be that some users don't think this should be forced, while others think it would be extremely helpful. Why don't we make this optional when you join? "Would you like to go through the New Recruit Tutorial? NOTE: Pressing 'NO' will not allow you to return to the tutorial later".
In being given the option of "Would you prefer to have all of our maps available to you or would you prefer to have maps given to you a set at a time?", do you think there will be a large clamoring for the second option? I can't imagine there are a LOT of people who would see that question and think "Sure, I'd rather not have access to all of the maps now". It just doesn't make sense to me. Thus, if this were implemented as only an option as you suggest...the very limited use of it in comparison to the very large time required to implement it would seem to be a rather large negative.
I agree with you Woodruff. I think that this option to drop the tutorial should be hidden. Available to players who had a benevolent friend bring them to the site, or available to the 99%ers who will take the time to read and search their way through the fora and rules and "how to play." Once found, then they can bypass the training...for good.
Which will never happen because they will have left the site by that point.