Jump to content

Recommended Posts

Posted

[quote name='Grido' timestamp='1344352884' post='119573']
I don't think that there's any need for tokens to be mentioned in tutorial itself, maybe a separate faq/help bit on them, but not in the tutorial - I thought we were trying to reduce what they were reading? Rather than add to it?
[/quote]

I agree completely.

Remember that we all have already gone through the tutorial ourselves, therefore we can easily say "information is missing". But that is information we have learnt over time, others can do this also.

Tokens are not an essential part of the game.(Yes I am well aware the majority of players use them).
If you are to explain tokens then you might as well go on to explain ALL the principles, stats, etc, rather than just the basic. Doing this would be a good thing! Don't get me wrong, but 1) It'll end up confusing a lot of the new players and 2) bore half of them to death.

We can't pour every ounce of knowledge we have collected over months and years, into a player over a period of days. It just won't work.

I say that the tutorial be kept as it is, BUT when getting to new places or doing new things THEN it be explained. For example the first time you meet a tokened creature you are able to open a tutorial window about tokens, or the first time you sacrifice a creature a tutorial window explains about it in more detail?
This is what I mean by a [i]running tutorial[/i].

~Sasha

Posted

Our incomplete story mode can be confusing and is in some ways irrelevant to gameplay, yet it certainly contributes heavily to our culture with hidden meaning and symbology, gorgeous artwork, and (somewhat) personalized character development.

If the (up to 24 hour) wait times turn people away and make them bored, can't we just do away with the wait times and stats/principles bonuses they give? You can make up all those stats in a short period of dueling and we all know it, but newbies don't.

It would also be nice if the story wasn't repeated at each MP, but split into the chapters. Maybe shades and marind @ mp3, carnival @ mp4, under construction @ mp5.

Of course, I'd like to see the story continue instead of under construction, and it would be cool if choices defined more than keys and access. Perhaps different paths could offer land loyalty or specific creatures or items. I dunno, just brainstorming.

Posted

Please keep up the suggestions.

I'll start developing summaries of all of your ideas and until we have a structured plan.

Posted

Maybe it's just me, but it was the story and all the beautiful art that intrigued me in this game. However, I agree that a newbie (with other games in mind) will always choose the highest number like biermann said. I honestly don't remember how bad the waiting was, but it might have had its magic. Patience is a virtue and all that. I agree however that making it faster is probably a good idea. You still shouldn't be able to breeze through the story in 10 minutes.

As for the fighting part.. it seems to be a good idea to tutor the players on it, but please don't make the story mode optional. It just seems to go against everything the game is built on.

Posted

I think story mode should be finished before people completely mess with the mechanics [i]surrounding[/i] it.

And I agree, story mode should [i]not[/i] be optional.

  • Root Admin
Posted

if we killed all the stats from storymode in mp3, then it could be done pretty quickly, maybe mention right at the start its "background info" thats not nesscary, or something along the lines of "this is a make your own adventure" part, like the old books.

Posted

[quote name='Rumi' timestamp='1344364156' post='119606']
Our incomplete story mode can be confusing and is in some ways irrelevant to gameplay, yet it certainly contributes heavily to our culture with hidden meaning and symbology, gorgeous artwork, and (somewhat) personalized character development.

If the (up to 24 hour) wait times turn people away and make them bored, can't we just do away with the wait times and stats/principles bonuses they give? You can make up all those stats in a short period of dueling and we all know it, but newbies don't.

It would also be nice if the story wasn't repeated at each MP, but split into the chapters. Maybe shades and marind @ mp3, carnival @ mp4, under construction @ mp5.

Of course, I'd like to see the story continue instead of under construction, and it would be cool if choices defined more than keys and access. Perhaps different paths could offer land loyalty or specific creatures or items. I dunno, just brainstorming.
[/quote]

nubs have max wait time of 15 mins

ye it would be nice if story didnt repeat, but then a lot of stats would be lost, more over stats gain is no longer apsulte, its percentage gain (except mp5 story which is still apsolute), smart dude can make alt and have him with bunch of stats due to this, ya get 8% stat bonus on each page atm :D i shamelessly expect to have over 300k (probably more, didnt bother to calculate) ve on mine alt when i am finish mp4 story, and i sacced only 3 lvl 2 trees :P

and ye i vote as well to get full ch3 released finally, RIP ch4

also was thinkin to put ch4 on mp6, and mp3 only ch0, mp4 ch1, mp5 ch2, but obvious problem is that ch0 and ch1 are tied with their .... story mode lock (movement and fightin not possible only story ongoin)

and if we remove that story mode lock, and allow free roaming, would story get even more separated from game? or would that be good move?

afterall story mode has major point in fighting shades first, then seein marind, AND THEN first real encounter with other players which is in fact carnival, due to this all ideas in this topic fall in water, cuz it would remove major element of game, but then again mp2 attempt back then went against this as well...

Posted

Far as I was aware, this was a restructure of the tutorial, not the story mode as well?
For those comments regarding grammar/spelling in the Story, will get it done when I have a bit of free time, might do some lunchtime tomo if I remember - massive thing though so if you have any specific pages in mind please direct them to my forum inbox, or email; grido (at) ymail (dot) com, and they will probably get done quicker. Specify to me by copying a few sentences off it, I'll be able to find it then, thanks.

Posted

Indeed. For grammar mistakes contact Grido.

Okay to have a general input of what people wants, since there are different sides of opinions, I'll open polls soon on the following:

+ Story optional or not
+ Tokens inclusion on which MP

Any other thing you guys feel needs to pass poll to start reorganizing ideas? I'll leave some hours for suggestions.

Posted (edited)

I think the story shouldn't be optional. Splitting it up over the mind power levels could be a good idea, so mp3's get through it faster and don't get frustrated at the length. Wanting to see the rest of the story would also be another incentive to move up the next mind power level. Maybe if it's split up (and since they only get the 15 minute wait option) we wouldn't have to take out the wait times either, as that helps to teach patience in the game.

The current tutorial has too much text and unnecessary situations as Burns has described. I agree with him that those should be removed.

As I referred my friend the other day, he hadn't much of an idea what to do (told him to click the scroll, now click this, and such) and he quickly didn't want to play because of the numerous times he had to click the scroll, didn't want to read the text, and didn't care to do what was asked. I didn't mind any of the tutorial because the game genuinely interested me, but I'm sure there will be others who might feel the same as my friend did.

I like the idea of having them do a pre-story mode sort of tutorial, like start them at the park and maybe after they do a few things on their own (a battle, speak a few lines in chat, move around a few scenes) then they get put into the Paper Cabin sort of tutorial.

Edited by Falronn
Posted (edited)

Read postings , and in not necessary in the order some comments ...

Token, its not necessary and even good to be add in the first introduction to player

just make a good description for the token in wiki or something else, and those interested will read it, and chose magick from that info.. and yes i think player should learn about token and its properties, but i see it in a wiki.

you will have some players like me that read before making a character, and those that just want to play and learn in playing.

if you want to remove dead wood remove all info on the inner magic spell and mumbo jumbo of magic relate to it, i have never seen it and i think its probably not implemented except for Mur thinking

:[color=#d3d3d3]Innermagic Spells:.
Wind Ward
Black Water
Lightnings
Group Scattering
Circle of Flames
Invisibility
Cures (intro)
Timeless Shot
Strike (Numerology: the number 1)
Protection (Numerology: the number 2)
Seduction
Leader Spirit
Group Spirit
The sword slash[/color]

It give yu a false thinking of what the game is all about.

[color=#a52a2a]dont remove the story,[/color] it give you stats ... and the story is interesting, and make that game intro different .. of the others games, and its actually the foundation of MD spirit and story. if you remove it, then remove all the [url="http://md-archives.com/"]http://md-archives.com/[/url], with all its

"[color=#d3d3d3]Archives of Legends

Legends, old and new, can teach us many things. They can give us hints on how to proceed, as well as insight on what not to do. The legends contained herein are told from the world of Magic Duel, but that does not make them tied only to it when the lessons they may hold are concerned. Seek and you shall find.
Ancient Lore
The Book Of Ancients"[/color]

Edited by Tom Pouce
Posted

@Tom, Inner Magic has occurred before, but it was within the Adventure Log, which isn't running currently...
The Spell Docs, which are related to it, I believe Mur said he was going to find another way to distribute them?

Besides which, where in the tutorial does it mention Inner Magic?

Posted (edited)

Grido

my post was general of what was in thread, if it first was about tutorial and how to improve it, then about other subjects, going from token (that use magic), removing the story, removing stats gain, and .. other things

and i think that this thread is in general spirit to improve number of new player going in MD

i suppose there is some new player with my way of going in new things, before making a character, i had read a good part of the forum (where one can think MD is very unfriendly for newbyes looking from the outside), all the pages from the home page (and there you go with a lot of talking about inner magic) and some of the wiki (that as improve since then), and some of the MD archive ... and even read some good ,and some very bad review of MD ...

I was debating myself for some time (a few days) if i would try this game

but what [b]i see that is a misrepresentation, is the inner magic and spell .... if you look at the amount of pages talking about that from the home page ... one think its an important part of MD and even the main one ... but to my experience MD is nothing like that[/b]

so the reason of my talking about that ...


there pages for inner magic that is not there:
[url="http://magicduel.com/"]http://magicduel.com/[/url]
[url="http://magicduel.com/index.php?pag=principles&c=&p=ciclicitatii&type=browser%20game"]http://magicduel.com...pe=browser game[/url]
[url="http://magicduel.com/index.php?pag=principles&c=&p=echilibrului&type=browser%20game"]http://magicduel.com...pe=browser game[/url]
[url="http://magicduel.com/index.php?pag=principles&c=&p=elementelor&type=browser%20game"]http://magicduel.com...pe=browser game[/url]
[url="http://magicduel.com/index.php?pag=principles&c=&p=imaginatiei&type=browser%20gamehttp://magicduel.com/index.php?pag=principles&c=&p=imaginatiei&type=browser%20game"]http://magicduel.com...pe=browser game[/url]
[url="http://magicduel.com/index.php?pag=principles&c=&p=intunericului&type=browser%20game"]http://magicduel.com...pe=browser game[/url]
[url="http://magicduel.com/index.php?pag=principles&c=&p=luminii&type=browser%20game"]http://magicduel.com...pe=browser game[/url]
[url="http://magicduel.com/index.php?pag=principles&c=&p=sintropiei&type=browser%20game"]http://magicduel.com...pe=browser game[/url]
[url="http://magicduel.com/index.php?pag=principles&c=&p=timpului&type=browser%20game"]http://magicduel.com...pe=browser game[/url]
[url="http://magicduel.com/index.php?pag=principles&c=&p=transpunerii&type=browser%20game"]http://magicduel.com...pe=browser game[/url]
[url="http://magicduel.com/index.php?pag=magicprinciples"]http://magicduel.com...magicprinciples[/url]
[url="http://magicduel.com/index.php?pag=spelldocs&s=antivant"]http://magicduel.com...;#38;s=antivant[/url]
[url="http://magicduel.com/index.php?pag=samplespell"]http://magicduel.com...pag=samplespell[/url]
[url="http://magicduel.com/index.php?pag=spelldocs&s=apaneagra"]http://magicduel.com...#38;s=apaneagra[/url]
[url="http://magicduel.com/index.php?pag=spelldocs&s=fulgerele"]http://magicduel.com...#38;s=fulgerele[/url]
[url="http://magicduel.com/index.php?pag=spelldocs&s=groupscattering"]http://magicduel.com...groupscattering[/url]
[url="http://magicduel.com/index.php?pag=spelldocs&s=ineluldefoc"]http://magicduel.com...8;s=ineluldefoc[/url]
[url="http://magicduel.com/index.php?pag=spelldocs&s=invizibilitate"]http://magicduel.com...=invizibilitate[/url]
[url="http://magicduel.com/index.php?pag=spelldocs&s=leacurileintro"]http://magicduel.com...=leacurileintro[/url]
[url="http://magicduel.com/index.php?pag=spelldocs&s=loviturafaratimp"]http://magicduel.com...oviturafaratimp[/url]
[url="http://magicduel.com/index.php?pag=spelldocs&s=lovituranumerologie1_title"]http://magicduel.com...erologie1_title[/url]
[url="http://magicduel.com/index.php?pag=spelldocs&s=protectienumerologie2"]http://magicduel.com...tienumerologie2[/url]
[url="http://magicduel.com/index.php?pag=spelldocs&s=seductie"]http://magicduel.com...;#38;s=seductie[/url]
[url="http://magicduel.com/index.php?pag=spelldocs&s=spiritdeconducator"]http://magicduel.com...ritdeconducator[/url]
[url="http://magicduel.com/index.php?pag=spelldocs&s=spirituldeturma"]http://magicduel.com...spirituldeturma[/url]
[url="http://magicduel.com/index.php?pag=spelldocs&s=taieturadesabie"]http://magicduel.com...taieturadesabie[/url]

[b]instead its where one should talk about each token and each of its properties[/b]
not in the tutorial
[color=#008080]Token is the only wide spread use of magic priciple in MD now[/color]

(one can agree with me that is a lot of importance made to feature not there or implemented,[color=#ff0000] it make an not true picture of what MD is all about[/color])

(finally after many edit i think i made my thinking readable ..) :)

Edited by Tom Pouce
Posted

Do not include Tokens please. From my point of view it makes it more complicated then it is useful and Dark Raptor already mentioned it, the new player would have and advantage because we had no idea of the principle/token relationship.

Please cut out the skills which are raised, it was already mentioned that you can get them much easier with fighting then by waiting and I was bored to wait and went into the same trap with the higher numbers by longer waiting (but it is a nice idea to tell the new player he needs patience) . I wanted to play but was not able to play because I thought I miss something. Players I introduced did the same and nearly all of them left the game in this waiting time.

I would love to see a concept that gives a new player more than I had when I finished the tutorial. Maybe I was not able to understand but at this point I had NO IDEA what MD was and the only thing why I stayed was the beauty of the whole art in MD. Much later I learned to start "playing". I still wonder how MD survived in my pool of browser "games" at that time. Today it`s the only one left.

So the concept could be a quest like in so many other MMORPG`s. Take the new played by the hand tell him a story and guide him through the basics in not more than 25 min. Basics are fighting, skills, chat, player constructed quests, changing game"play" through community communication. So give the new player the feeling that he would be instantly a part of this beauty (MD) by just being here and staying here. But on the other hand it should be clear that this is a "game" of patience and not a fast runner.

The story as it is now is just ok not more, I´m not talking about the mystics and hidden background, this is just perfect, because I think MD need´s special people. But for the start the lenght it´s just too much and many people got confused and would love to skip it. It should be possible to read again all the steps you did in the story to understand. It should be clear that there are different ways to go through (and again maybe I was just ignorant but didn´t understand even at MP4).

The last thing I would suggest and for me the most important of all and not mentioned yet, let every new Player choose an avatar from the pool of LV 1 Avatars. For me the most disturbing part was, that I had to move through this land without a picture which represents me in some way. And later I had to shuffle through the whole section of avatars to get one. So please change something here. Of course there should be nothing special in it but give the player a reward after he finishes the tutorial, something he is happy about. I think this could be an avatar. Everyone would still love to get a better one.

Menhir

Posted

You have until tomorrow to state any other options to be added to poll.

I'll start it based on every argument you all posted, to allow a correct voting. So if you really want your point to be counted, there's very little time left.

After poll and the final, we will base tutorial on the winning options. With a total story included or with one optional. With tokens or without them. With whatever comes to place.

B

OHH BTW: I'll interview few newbs soon :D

  • Root Admin
Posted

The most popular option is not nesscarily the correct one?

Im sure most people would love a morph or twelve, but giving everyone them isnt a good idea.

Posted

[quote name='Chewett' timestamp='1344547446' post='119768']
The most popular option is not nesscarily the correct one?

Im sure most people would love a morph or twelve, but giving everyone them isnt a good idea.
[/quote]

That's true. So what can we do Chew?

I'll follow this post with a total general summary of all the discussions. It should be up in the following hours.

  • Root Admin
Posted

[quote name='BFH' timestamp='1344625860' post='119784']
That's true. So what can we do Chew?

I'll follow this post with a total general summary of all the discussions. It should be up in the following hours.
[/quote]

Clearly we should do what i think because i am always right and know the best

--------------------------
Disclaimer: The above comment is sarcasm, if you do not understand what this word means please search for it, if you still cannot comprehend the concept ignore the above, the following post is perfectly normal.
--------------------------

Everyone can say they know best, and it should be done like this, but in the end no one has the right to say it should be done this way except murry, as its his game.

You can easily select any cross,section of MD, and provide reasons why their specific group or section should choose how it should be done to be perfectly honest.

If you want my personal view, i feel that the tutorial should be largely planned out by the newer people in the realm, with advice coming from the vets who know all the rules and other reasons "Why" MD does things like it does. Its simple for a new player to say, this doesnt make sense, when they havent experianced MD enough to know it does actually. But this such a point would point out that something needs to be moved somewhere else or explained better.

Posted

Looking over all of the comments above. Here is my suggestion.

When a new player enters the game they should see a welcome screen briefly (250 characters) explaining why the game is different to any other, no specific. The next page of welcome should explain (again briefly) what they should expect out of the tutorial.

Players should enter the game at MP2 with the ability of illusions. As they will be expected to battle there should be a concise explanation of what illusions do, explaining that until they have the ability to recruit creatures themselves, they can use illusions.
The player should begin in an remote location (I'm thinking Pillars of Harmony) where arrows are invisible where they will see a number of NPCs. They should be guided into starting a battle.
First battle should just show battle action.
Second battle should include influence aswell.
Third battle should show battle log aswell, with a note about what it contains.
Further battles should be same as third but getting progressively longer to win.
After the battles with the NPCs the player should then be able to roam the land as they wish with no effects of viscosity.
They should be informed that they can now battle other people at their MP (or empty aramors).
At no point yet should the player be faced with creating a ritual (all rituals random) or tokens.
The player should not yet be expected to heal creatures. They should heal automatically from magic left over from the illusion.
If a player is to lose any battle there should be an explanation that losing can help balance and balance is good.
Once they have reached 10 lost fights and 10 won fights they should be informed that they have completed their MP and can advance when they wish.

When a player enters MP3 there should be a brief explanation as to what viscosity is, an explanation that they have lost the ability for illusions as they will soon be able to recruit creatures. The player should now experience viscosity.
They should then progress through the usual shades tutorial but minimising travel (begin with map available).
When they fight the shades they should then have access to creating rituals with concise explaination as to what a ritual is.
If their battles fall below 400 vitality they should be issued a warning that their creatures health is low and their should be an explanation as to how to heal them.

During story mode, the stat and principle gains should be larger (otherwise there is little point waiting, as these can be got later during battle).
For each principle the should be a 250 character description, where the player can see the full text by clicking [more] or alike.
Where possible more of the story should be free roam mode or at least have some form of chatting, even if slightly out of context.

After the tutorial:
After the player has their first battle against someone with tokens they should see a screen, asking them: "Did you see anything new, there?" and taking them back to the battle log pointing out the entries affected by the tokens. There should then be a note to say that the game is in constant development with new things being added all the time.

During MP2, all the alongside help could be placed in the right sidebar.

Feel free to change any of the details, this is just how I'd like to see the tutorial taking into account everything everyone else has said.

Posted

MEGA SUMMARY:

Sasha Lilias:[list=1]
[*]She suggests a short tutorial, but with continuity (Running tutorial). Basically an initial tutorial teaching basics and later on as you progress in game, small tips/guides/tutorials on the needed feature.
[/list]

[b]BFH USE:[/b]
-Token (use on later stage or as player progress)

Gonzalo:[list=1]
[*]He agrees with total change idea. He suggests a tutorial with Players interaction and not that many text/instructions.
[/list]
Burns:[list=1]
[*]He suggests a drastic new system:
[/list][list]
[*]Lock New players at the park in an MP2 protected status (Not attackable).
[/list]
[indent=1]That way they see chat, players, and get involved easier.[/indent][list]
[*]They get to fight three bots:
[/list]
[indent=1]First: will have a predefined ritual against a weak bot.[/indent]
[indent=1]Second: players will have to create a ritual (guided by small instructions, minor ones) with a predefined list of creatures and they will face a bot not that easy, but still not that hard[/indent]
[indent=1]Third: player will have to create a ritual (alone) with a predefined list of creatures with tokens and fight a bot.[/indent][list]
[*]For all fights he propose (at least this is what I get):
[/list][list]
[*]Showing small and simple basics:
[/list]
[indent=1]+ This is your creature.[/indent]
[indent=1]+ ETC[/indent][list]
[*]Small summarized log stating:
[/list]
[indent=1]+ This is your creature[/indent]
[indent=1]+ This is the damage done by it[/indent]
[indent=1]+ This is the damage taken[/indent]
[list=1]
[*]He suggest the following changes to actual tutorial:
[/list][list]
[*]Skip map search, give a portable one by default.
[*]Skip land guardian and send back to Paper Cabin.
[*]Make shades a real fight. If the newb lose he loses, not make them easy by default.
[/list][list=1]
[*]He says Story would need a redesign and the fighting system animations should be incremented and fixed.
[*]MP2 part would go before story.
[/list]

[b]BFH USE:[/b]
YOU LOSE – YOU WIN [H1]
Maebius:[list=1]
[*]Keep tokens for a later stage after some combat experience
[*]He likes the fast introduction to fight.
[*]He worries about tokens and monetizing the game.
[/list]
Valldore Nal:[list=1]
[*]Suggests two different tutorials. One for mp3 and one for mp4/5.
[*]He believes token concept should be included later on the game maybe on mp4/5 tutorial.
[/list]
Dante Lionheart:[list=1]
[*]Principles confused him badly when he started the game.
[*]He expresses he chosen based on intuition because tutorial was designed wrongly.
[*]Also waiting intervals: He told he took 24hrs fearing penalizations.
[/list]
Dark Demon:[list=1]
[*]He likes Burns Mp2 idea and he says there can be even another story mode (apart for an mp3)
[/list]
Z:[list=1]
[*]He dislikes the clicking and go back.
[*]He dislikes the need of LHO’s writing instructions in chat.
[*]He likes Shade Ambush.
[/list]
Darkraptor:[list=1]
[*]Fight Logs redesign to images. That way the players understand better how system works.
[*]Tokens inclusion suggestion with minor stats.
[*]He feels there should be equity. [b]MY OWN COMMENT: Changes are needed, we need to fix problems and MD will develop as players/time passes. Unfortunately a full Equity is hard to get.[/b]
[/list]
JD:[list=1]
[*]He says tutorial should state new player that tutorial is necessary.
[*]Story not optional.
[/list]
MRAlyon:[list=1]
[*]Full explanation of what interface tools means, included on tutorial.
[/list]
PoE:[list=1]
[*]Story grammar fix. [b]Speak with Grido. He can fix that.[/b]
[/list]
Rumi:[list=1]
[*]Wants story mode to be included, not to be alternative.
[/list]
Grido:[list=1]
[*]Tokens aren’t necessary.
[/list]
Shantu:[list=1]
[*]Story not optional.
[/list]
Liberty:[list=1]
[*][b]I’m confused with his post. I need to contact him for clarification.[/b]
[/list]
Falronn:[list=1]
[*]Story not optional.
[*]Likes the prestory mode idea
[/list]
Tom Pouce:[list=1]
[*]Tokens not necessary, but good if added.
[*]Suggest inner magic inclusion and stats rewarding
[/list]
Menhir:[list=1]
[*]Story not optional.
[*]Elimination of time waiting to raise skills.
[*]Guide players through basics on 25 mins: “Basics are fighting, skills, chat, player constructed quests, changing game"play" through community communication.”
[*]Story is too long and makes people leave.
[*]Allow reread of the options you chosen
[*]Allow every newb to choose one free avatar at the beginning.
[/list]
Note: I'm following Chew's suggestion and I'm sending some messages to new. I want to know what they like and dislike.

[b]NOTE: As mentioned. This effort is to restructure the tutorial NOT the story. Council can read this and If they feel it ok to allow fixing or changing any story aspect they can state it here or contact me/Chew[/b]

[b]My opinion: is that if story is not to be fixed it Should be optional. Why? It's what causes problems now. So it's stupid to fix initial part of tutorial and simply lead them to the biggest problem. The filters.[/b]

So I'll post soon the replies I get from newbs. Also I'll post another "fixed option" for tutorial after I receive newbs feedback. For now keep up the discussion.

Posted

I think the meditation part of the story is very daunting. It is too long and it will cause players to get frustrated. I know I was.

Posted (edited)

I saw the tutorial for the first, second, and third time when I was 14 or so. (one mp3, one mp4.) I left the realm not-so-shortly thereafter (it took a few weeks). In those first three exposures, I failed to notice and accept about 40% of what I noticed this fourth time.

Most disturbing of all, at least for me:

[quote]"If you want to remove dead wood remove all info on the inner magic spell and mumbo jumbo of magic relate to it, i have never seen it and i think its probably not implemented except for Mur thinking.
It give yu a false thinking of what the game is all about."[/quote]


--Especially distressing when paired with this:
[quote]
"Dont remove the story, it give you stats ... and the story is interesting, and make that game intro different ..
of the others games, and its actually the foundation of MD spirit and story. if you remove it, then remove all the [url="http://md-archives.com/"]http://md-archives.com/[/url]
...
but what [b]i see that is a misrepresentation, is the inner magic and spell .... if you look at the amount of pages talking about that from the home page ... one think its an important part of MD and even the main one ... but to my experience MD is nothing like that[/b]
Token is the only wide spread use of magic priciple in MD now
(one can agree with me that is a lot of importance made to feature not there or implemented, it make an not true picture of what MD is all about)"[/quote]

--Above are the words of someone who missed the presence of a unique purpose in MD almost entirely, yet found his way to the forums. I see mild echoes of this in other posts, especially those included here, but the above is by far the most frightening thing I see.--


[quote]"I wanted to play but was not able to play because I thought I miss something. Players I introduced did the same and nearly all of them left the game in this waiting time."[/quote]


-- And these are the words of a player who, like me, eventually persisted I wonder about whether these introduced players will ever return, and how much one needs to grasp before we can know that he will eventually persist. --

I think most of the problems people think are problems with the tutorial can be resolved by renaming the tutorial something like "Introduction to Magicduel" or "Induction into Magicduel" and creating a separate tutorial page.

A warning should appear at some point around the same time as introduction of the principles, "Magicduel's community is not like most others. You may find it baffling at first, persist if you think it's worth it. Pay close attention."

Edited by Ackshan Bemunah
Posted

[quote name='BFH' timestamp='1344783633' post='119879']
I need a couple of players to help me reaching newbs. Any volunteers?
[/quote]

For those who asked.

By this I mean people who can help contacting new players and making them some questions I'll give.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Forum Statistics

    17.5k
    Total Topics
    182.1k
    Total Posts
×
×
  • Create New...