View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0006392 | The Dark Mod | Mapping | public | 30.12.2023 16:47 | 13.10.2024 10:56 |
Reporter | Fiver | Assigned To | |||
Priority | normal | Severity | tweak | Reproducibility | N/A |
Status | new | Resolution | open | ||
Product Version | TDM 2.11 | ||||
Summary | 0006392: Add objectives to Training Mission | ||||
Description | In Training Mission, after the introductory message, on the Objectives page, the player is informed that "There are no formal objectives..." The purpose of the Training Mission differs significantly from other missions in its primary purpose: It aims to train and teach a new player as fast and efficiently as possible. There are several ways in which set objectives would be more helpful than restricting for a new player: * Introducing objects/movements/challenges/obstacles/adversaries in the most natural order, easiest first, will help player complete Training Mission as fast as possible and move on to missions with higher stakes and more story. * Indicating that there are more things to discover in the Training Mission. A player (yes, I) may otherwise miss large portions that the Training Mission has to offer. When all objectives have been completed, player will know that they are definately ready to move on to the next mission. * They learn about how objectives themselves work: That they can update during a mission, what they sound like and look like when they are achieved, how they can be consulted during a mission. A seasoned player may forget that for a new player there are a lot of things to learn. And though the degrees of freedom may be one of TDM's great strongpoints, not knowing where to start can seem daunting. Players are of course still free to preform any task in whatever order they choose (and not look at the objectives at all), but they shouldn't get stuck in a room because they lack an object from another room or be lost because they're new to the game. Listing objectives in order of difficulty and the path of least resistance may lower threshold further for new players, help guide new players to retrieve objects they need for other rooms, and minimize backtracking. There may not be many (if even any) strict dependancies, but at least some indicate that there is an optimal order: * Gamma & Brightness (do the setup early so the rest of the experience is as enjoyable as possible) * Stealth & Shadows has boxes (so it requires mantle, and optimal lighting settings) * Melee has boxes under the stairs (so it requires mantle and manipulation to get prize) * Stealth & Shadows suggests using bow for moss arrows and noisemaker arrows (so it requires at least basic mastery of archery) * Jumping & Climbing needs bow skills for rope arrows (so it requires at least basic mastery of archery) Proposed change: * Add objectives, approximately one for each room (rooms listed in clockwise order): ** (4) "Open the safe in room Keys & Lockpicks" ** (9) "Get the rope arrows in room Jumping & Climbing" updates to "Switch the lever below the elevator shaft in room Jumping & Climbing" ** (1) "Read the book in room Gamma & Brightness" ** (5) "Get the compass, spyglass and the lantern in room Objects & Handling" ** (6) "Remove the candlestick in the box in room Objects & Handling" ** (7) "Get the vase from the pedestal in room Objects & Handling" ** (8) "Blow out a candle in room Objects & Handling" updates to "Light a candle with slow match in room Objects & Handling" ** (11) "Get the blackjack from room Stealth & Shadows" updates to "Use the blackjack to knock out a real guard in room Stealth & Shadows" ** (12) "Unlock the last door in room Stealth & Shadows" ** (10) "Defeat two collaborating opponents in room Melee" ** (2) "Hit all four targets in room Archery" ** (3) "Get the purse from the guard in room Archery" updates to "Leave room Archery without being discovered by the guard" ** optional additional objectives: *** get x of 10 potions in the map (perhaps 5 of 10?) *** get x % of all gold in the map (perhaps 50 %?) *** Add an objective for using vine arrows after feature "0004352: Add Vine Arrow Practice to the Training Mission" is implemented | ||||
Tags | objectives, usability | ||||
related to | 0006391 | new | Remove superfluous difficulty levels on Objective page in Training Mission |
As for "Indicating that there are more things to discover", I didn't enter the top window in room Jumping & Climbing until after finishing both A New Job and Tears of St. Lucia. I was surprised to see how much more there was to discover there. | |
A request for a more linear tutorial was also expressed here: https://forums.thedarkmod.com/index.php?/topic/22294-beta-testing-212/page/9/#comment-492709 | |
Date Modified | Username | Field | Change |
---|---|---|---|
30.12.2023 16:47 | Fiver | New Issue | |
30.12.2023 16:47 | Fiver | Relationship added | related to 0006391 |
30.12.2023 19:13 | Fiver | Tag Attached: objectives | |
31.12.2023 18:07 | Fiver | OS | Debian => |
31.12.2023 18:07 | Fiver | OS Version | 11 Bullseye => |
31.12.2023 18:07 | Fiver | Platform | Linux => |
02.01.2024 16:13 | Fiver | Description Updated | |
02.01.2024 16:13 | Fiver | Tag Attached: usability | |
02.01.2024 16:37 | Fiver | Note Added: 0016315 | |
03.01.2024 23:38 | Fiver | Description Updated | |
04.01.2024 21:47 | Fiver | Description Updated | |
02.05.2024 09:02 | Fiver | Description Updated | |
27.06.2024 23:59 | Fiver | Description Updated | |
05.10.2024 20:18 | Fiver | Description Updated | |
05.10.2024 20:25 | Fiver | Note Added: 0016858 | |
13.10.2024 10:54 | Fiver | Description Updated | |
13.10.2024 10:56 | Fiver | Description Updated |