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Darkwind changes coming up!, Steam release in a few months
*sam*
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*DoubleTap* said:
*Rev. V* said:
"and an overhaul of the marshal system. "

We DO need more power.....


And less accountability! Woohoo!



LOL
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Posted Jun 17, 2014, 3:57 pm
*sam*
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K1500 said:
*The X Man* said:
That is something that is needed as well. There is another player that is currently working on video tutorials pertaining to specific game functions. I have viewed them and they are very good and filled with info beneficial to a new player.


Yeah that would be me. I've been playing around with the free version of Fraps. I have been planning on doing a series (racing tactics, scouting, death rallys, managing your gang, setting up vent, etc etc) but have only done one informative one so far.

Darkwind: War on Wheels - An Introduction
https://www.youtube.com/watch?v=OxqN6bE72M8

Also captured some of a Morgan Defence a while ago.

Darkwind: War On Wheels (Morgan Defence PT1)
https://www.youtube.com/watch?v=gKHkklFyC9E
There's no part 2 - I lost the rest of the footage and this one is far more clumsy than the introduction (it was my first try with Fraps)

I've been a bit busy recently with job applications and freelance stuff but eventually I'd like to set up some events with a larger number of players as footage. I'll chuck a post up (and PM's) when I get around to it.

Any feedback on these would be appreciated.

K




That intro is great.. but I'm just in the middle of overhauling the web interface, followed by the lobby interface!  :(
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Posted Jun 17, 2014, 3:58 pm
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Juris said:
How about a better tutorial for new players?  That's the biggest problem imo

Sure we've got that basic arena tutorial, which is pretty good, but it tells you nothing about how to manage your gang or do wilderness scouts (or even how to initiate a scout).


And it's still broken as par my bug report where Sam said it was fixed, but it is not.
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Posted Jun 17, 2014, 3:59 pm
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Bigspenner said:
Actually the first bit of lacking of clarity is in finding the instructions.

Ideally what you need is a couple of short paragraphs on how to use the game instructions. something that tells the new user where the instructions are, how to use the wikki and the tutorial and videos etc. If this was a big button somewhere that stood out to new users I think they would spend less time confused. My guess is you lose new players when they cant work out what to do. It certainly frightened me off.


This is good advice.
I'm already repositioning the existing help and info pages so that they're more prominent in the new website; however ideally this stuff would be in the lobby first and foremost. I'll take a look at integrating these files in there too.
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Posted Jun 17, 2014, 4:01 pm
*sam*
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Grimm Sykes said:
Juris said:
How about a better tutorial for new players?  That's the biggest problem imo

Sure we've got that basic arena tutorial, which is pretty good, but it tells you nothing about how to manage your gang or do wilderness scouts (or even how to initiate a scout).


And it's still broken as par my bug report where Sam said it was fixed, but it is not.



I never said it was fixed, I said it had been noted for fixing.
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Posted Jun 17, 2014, 4:02 pm
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*sam* said:
Grimm Sykes said:
Juris said:
How about a better tutorial for new players?  That's the biggest problem imo

Sure we've got that basic arena tutorial, which is pretty good, but it tells you nothing about how to manage your gang or do wilderness scouts (or even how to initiate a scout).


And it's still broken as par my bug report where Sam said it was fixed, but it is not.



I never said it was fixed, I said it had been noted for fixing.


I'm sorry, when you said "got it" I thought you meant you got it fixed.
*sam* said:
got it, thanks for the info..
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Posted Jun 17, 2014, 4:09 pm
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Grimm Sykes said:
*sam* said:
Grimm Sykes said:
Juris said:
How about a better tutorial for new players?  That's the biggest problem imo

Sure we've got that basic arena tutorial, which is pretty good, but it tells you nothing about how to manage your gang or do wilderness scouts (or even how to initiate a scout).


And it's still broken as par my bug report where Sam said it was fixed, but it is not.



I never said it was fixed, I said it had been noted for fixing.


I'm sorry, when you said "got it" I thought you meant you got it fixed.
*sam* said:
got it, thanks for the info..


it never means that. "I get it"... shortened to "got it" in this instance means I understand.
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Posted Jun 17, 2014, 4:30 pm
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This is certainly a minor thing compared to changes in the engine, but while the Gazette is great for posting individual pieces, it's kinda difficult to catch up on serial fiction or know how and where it's posted. Brooke's Tale is broken into several chunks in the Gazette, for example. And the Gazette has been pretty hard to work wth as a contributor.
What I suggest is overhauling the Gazette with some kind of index system, maybe in Wordpress or something, so it's easier to find different fanfiction series.
Here is my friend's online serial fiction, that I think could be one possible template. In the meantime, I'd say longer works could be put on Archive Of Our Own or Fanfiction.net, though I don't know much about either platform, and a thread created to link the start of different fanfiction bits, whether finished or unfinished.
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Posted Jun 17, 2014, 7:06 pm
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*sam* said:
That intro is great.. but I'm just in the middle of overhauling the web interface, followed by the lobby interface!  :(


That's okay *Sam* - it was partially an experiment to see what I could produce anyway. When the flash new web and lobby interface get rolled out I can redo it. Plus it can stand as a demonstration of how things used to be and all the wonderful improvements that you've made! :-)

K
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Posted Jun 17, 2014, 7:53 pm
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Bigspenner said:
*The X Man* said:
goat starer said:
I'm sure people would buy these. But I think they would be missing out on the best bit of the game.


The beginning of your gang and its development is like first impressions, you only get  one. Without experiencing that aspect of the game, some of the appreciation and gratifying factors will never be a part of the players knowledge and growth.

But this is being discussed to make new player retention better than it is now. Anything that can help the new wave of players maintain interest and desire to play will benefit everyone.

Since the existing player base is getting smaller, that means less help is available to new players. So if new players are somewhat forced to learn on their own, the game should be a little easier for them.

Keep in mind that most of the current players had other vets they could turn to for help or advice. Anyone joining now does not have that luxury and they learn the ropes from the forums and solo mode.

The social aspects of this game is what has kept a tight player base among current subscribers. This also needs to continue with all new players to keep the DW community stable which will lead to further growth in subscribers.



I can totally vouch for this, I first tried Darkwind many years ago and was beffudled to say the least I tinkered for an hour or so, killed everyone and gave up in disgust.

Several years later after rereading my archive of emails from Jimmy I gave it another try and was very quickly hooked, it was player help that saved me as the instruction are not easy to follow. I am aware they have improved much since I first joined but even to this day I keep discovering things I didn't know about the game that the  instructions are unclear for.

Actually the first bit of lacking of clarity is in finding the instructions.

Ideally what you need is a couple of short paragraphs on how to use the game instructions. something that tells the new user where the instructions are, how to use the wikki and the tutorial and videos etc. If this was a big button somewhere that stood out to new users I think they would spend less time confused. My guess is you lose new players when they cant work out what to do. It certainly frightened me off.


Same here!

On my first day on DW, I didn't have a clue what I was doing. I think it was Rogue traders and Bastille who talked me through my baby steps- without their help I may have given up- not sure- but I know that any new players need some more help that the current totorial!
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Posted Jun 17, 2014, 8:49 pm
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goat starer said:
Grimm Sykes said:
*sam* said:
Grimm Sykes said:
Juris said:
How about a better tutorial for new players?  That's the biggest problem imo

Sure we've got that basic arena tutorial, which is pretty good, but it tells you nothing about how to manage your gang or do wilderness scouts (or even how to initiate a scout).


And it's still broken as par my bug report where Sam said it was fixed, but it is not.



I never said it was fixed, I said it had been noted for fixing.


I'm sorry, when you said "got it" I thought you meant you got it fixed.
*sam* said:
got it, thanks for the info..


it never means that. "I get it"... shortened to "got it" in this instance means I understand.


Again arguing definitions and semantics rather than something useful?

"Got it" as in (I) "got it" (taken care of) can be interpreted into the phrase just as easily as (I) "Got it" (in the list of bugs to be fixed).  or it could even mean "I Understand" if the explanation seemed murkey and he wanted to indicate he understood the problem.  I got so tired of forum attacks based on semantics, definitions, or supposed intelectual superiority (Since everyone knows that makes me the best player here!  as I am always right!)  LOL
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Posted Jun 17, 2014, 10:23 pm Last edited Jun 17, 2014, 10:25 pm by StCrispin
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StCrispin said:
goat starer said:
Grimm Sykes said:
*sam* said:
Grimm Sykes said:
Juris said:
How about a better tutorial for new players?  That's the biggest problem imo

Sure we've got that basic arena tutorial, which is pretty good, but it tells you nothing about how to manage your gang or do wilderness scouts (or even how to initiate a scout).


And it's still broken as par my bug report where Sam said it was fixed, but it is not.



I never said it was fixed, I said it had been noted for fixing.


I'm sorry, when you said "got it" I thought you meant you got it fixed.
*sam* said:
got it, thanks for the info..


it never means that. "I get it"... shortened to "got it" in this instance means I understand.


Again arguing definitions and semantics rather than something useful?

"Got it" as in (I) "got it" (taken care of) can be interpreted into the phrase just as easily as (I) "Got it" (in the list of bugs to be fixed).  or it could even mean "I Understand" if the explanation seemed murkey and he wanted to indicate he understood the problem.  I got so tired of forum attacks based on semantics, definitions, or supposed intelectual superiority (Since everyone knows that makes me the best player here!  as I am always right!)  LOL


'got it' means got the point.. ordinary usage. You are arguing semantics. Now stop being an argumentative sod and learn how to spell.

My argument is not semantic. It is simply that continually barracking the developer and willfully misunderstanding things to do so is really really ####ing boring.
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Posted Jun 17, 2014, 10:31 pm Last edited Jun 17, 2014, 10:39 pm by goat starer
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Crispin, Goat, may I get you two to step back for a minute? Is it possible you two come from two different regions, perhaps with two different dialect usages for the phrase "got it"? This is a thing that happens to human beings who speak the same language sometimes, and perhaps BOTH OF YOU SHOULD GROW UP AND GET BACK ONTO A POINT THAT MATTERS.
*deep breath*
This is why I'm not on the forums much.
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Posted Jun 17, 2014, 11:55 pm
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Fifth said:
Crispin, Goat, may I get you two to step back for a minute? Is it possible you two come from two different regions, perhaps with two different dialect usages for the phrase "got it"? This is a thing that happens to human beings who speak the same language sometimes, and perhaps BOTH OF YOU SHOULD GROW UP AND GET BACK ONTO A POINT THAT MATTERS.
*deep breath*
This is why I'm not on the forums much.


i can see how posts like that justify telling other people to grow up  :rolleyes:

just adding to the constant whining drone of complaints. Last time I saw all of you have played this game for years.. you must enjoy it.... so just stop whingeing all the time. Bugs get fixed if they matter... maybe not as quickly as some of you would like but frankly i don't see you leaving so it cant matter that much can it  :thinking:

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Posted Jun 18, 2014, 12:04 am Last edited Jun 18, 2014, 12:06 am by goat starer
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Another change I'd like to suggest: making NPC Traders act more like convoys. The "flocking" behavior was a good start, and it would be interesting to see an NPC convoy designed and acting like a player's travel squad.
For example a small squad in SS might be 1 Trader Van and 2 Trade Runners, and absent any player behavior they'd run together along the "road" in whatever map they were on. If a car became severely damaged they'd leave it behind, prompting the possibility of a player cutting a handful of cargo vehicles and escorts out of a larger convoy and letting the rest escape. This way the combats with NPC traders are more dynamic and not just a standard vs-NPC battle with unarmed cargo vehicles.
A larger combat might have Trader Lorry, a couple Vans and Pickups, and mostly rear-gunned escorts. The escorts would drive a little slower in the first few turns to let the cargoes separate a bit, and then spray fire back at whatever's the closest target. Though this would probably get kind of odd in cramped maps like Gates of Somerset or Chaos Canyon, I think it's potentially workable.
And something that's running away and shooting requires a different strategy than the AI horde that's charging into your guns. Weapons like the Napalm Gun and the Oil Jet/FOJ acquire whole new uses when you're trying to stop a large group of NPCs from getting away.
This would require a bunch more NPC vehicles, to make escorts more oriented toward their sides and rear, but for several, I imagine we could take the Poltergeist, Sir Rocket, Even Enforcer, and Freelance, reverse the front and back armor values, and move the front weapons to the back. Give them an AI like the Trade Runner and they'd be pretty fearsome escorts for a convoy that's more "mobile multipart fortress" than "here's our stuff, take it."
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vet wv

Posted Jun 18, 2014, 1:41 am
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Agree with 5th about Traders but the AI is too dumb to run away in any coherent fashion. Likely they'd just scatter all over the map (although that would be smarter than what they do now)
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Posted Jun 18, 2014, 1:48 am
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Juris said:
Agree with 5th about Traders but the AI is too dumb to run away in any coherent fashion.  Likely they'd just scatter all over the map (although that would be smarter than what they do now)

If you place racetrack-like waypoints every 200 meters or so along the "road", and make those waypoints reappear each time the map wraps around, or populate waypoints for each map "tile" that NPC vehicles are on, and then the NPCs run along the waypoints in a determined direction, then they'll keep running straight through player vehicles, which might be the best decision - I blow straight through pursuing vehicles a lot!
So 3 rules:
1) Follow the road
2) Stay with the cargo vehicles, which will just be running the heck away.
3) keep guns on the closest enemy, and this will override Rule 1.
You could even have it a little centralized by having all NPC vehicles try to "flock" to the leader of the squad - who would be the target in an assassination mission, so the game is already tracking them. And I suspect the leader's alive/dead status affects morale for all characters on both sides. Wherever the squad leader goes, the the rest follow. If the squad leader dies, tthe NPCs panic and run in every direction, which might be considered realistic.
It would probably take some adjustment period while the AI parameters get fine-tuned, but it would be interesting.
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vet wv

Posted Jun 18, 2014, 2:03 am
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Fifth said:
Crispin, Goat, may I get you two to step back for a minute? Is it possible you two come from two different regions, perhaps with two different dialect usages for the phrase "got it"? This is a thing that happens to human beings who speak the same language sometimes, and perhaps BOTH OF YOU SHOULD GROW UP AND GET BACK ONTO A POINT THAT MATTERS.
*deep breath*
This is why I'm not on the forums much.


So I make a single reply after Goat was already warned by 2 players for being annoying...  and also by the developer to stop fighting with juan over language usage and suddenly IM acting like a child?

A single reply is acting like a child?

LOL

funny stuff.

Maybe Goat needs to go back and read the post where Sam told him to stop fighting with Juan or face a Forum Ban for them both.
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Posted Jun 18, 2014, 3:30 am Last edited Jun 18, 2014, 3:33 am by StCrispin
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Back on topic...

There is a potentially Game Breaking bug that I will be exposing in just a bit. Prob Post about it in a few hours or so. Enjoy!
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Posted Jun 18, 2014, 3:34 am
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Juris said:
Agree with 5th about Traders but the AI is too dumb to run away in any coherent fashion.  Likely they'd just scatter all over the map (although that would be smarter than what they do now)


It is.. and the nature of the maps... Bumps and twists makes it very unlikely that it can be programmed to effectively match speeds or keep together.

A trader solution was proposed in another thread recently... Something like... Make the trade vehicles run.. increase the cr of the defenders OR give the trade vehicles front guns and make them all fight. I prefer the first option... When they used to do this the trade cars often escaped.
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Posted Jun 18, 2014, 7:43 am
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