Pann

Feedback wanted: Tutorial videos

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Video Producer John Gibson and Community Specialist Jack Kirby have collaborated to create some short tutorial videos. These are very much a work in progress, and you can see the rough cuts here. If you'd like to leave feedback, please do so in the comment sections for the videos, not in thus thread.

Ultimately, the finished videos will be available in-game, on our website and on our YouTube channel.

Edited by Pann
Fixed link to playlist

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22 minutes ago, Pann said:

Video Producer John Gibson and Community Specialist Jack Kirby have collaborated to create some short tutorial videos. These are very much a work in progress, and you can see the rough cuts here. If you'd like to leave feedback, please do so in the comment sections for the videos, not in thus thread.

Ultimately, the finished videos will be available in-game, on our website and on our YouTube channel.

The link points to this thread.

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on the lol rights my scenario on harvesting tutorial video:

fast howto

second part is how gatherer attacked

third part how he die, looting process and... loading screen. short part how he open invenroty and...even apples is gone =)

_______________

smooth switching to the next tutorial -> dead and respawn, creating new vessel =)

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some other common sources of confusion from new players i'd recommend explaining

- having to 'slot in' passive powers (or newly unlocked powers)

- what 'premium' resource means

- which statue to use after death (and rules for your stuff when you die)

- crafting (e.g. basic vs advanced, wildcard and optional slots, experimentation and results)

- soulpower and other resource systems (e.g. dodge pips, or hatred, zealotry etc)

- what food and hunger does

- difference between combat mode and survival mode and other tips to restore health (e.g. making a campfire...unless that will be recipie locked...)

Edited by Tinnis

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The skill system and how to slot skills / passives is a must for new players. 

The crafting system could use a quick 5-10 second explanation on the experimentation system and as Tinnis said basic gear vs advanced regarding crafting difficulty.

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I suggest a change to the highlight method you guys chose. Instead of the ugly green we have i think it would be better to darken the rest of the screen a little while leaving the target normal. It would also be good to countour the target with a bright effect.

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I'm not sure who is actually speaking in the videos (Jack?), but his voice in the videos is very mellow and monotone.  He doesn't seem excited when the script calls for him to be, especially when he's talking about the exciting features of Crowfall in the Crowfall1 Dec6 video. As a result, the videos seem a bit dull.

 

 

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These are pretty good overall--informative and clear (most important). 

EDIT: I would add that when Crowfall1 Dec6 describes what type of game CF is, it fails to mention that CF is an RPG--something that has been reaffirmed multiple times by devs.  

Edited by Regulus

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I want to create a tutorial, what to do in first steps after joining the game next week. Should i start that tutorial before, with things like "how to choose the right server" or "should i start at my kingdom instead of open world"? Some guys like me, needed some hours to learn what to do...

Edited by DeHei

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3 minutes ago, Destrin said:

I'm looking at this a little differently.  When the system is put in place as described plate wearers can keep their plate chest, put on leather helm, gloves, and boots.  This will keep their mitigations high as a plate wearer but the dmg will be about 10% higher and require no disciplines to do so.  They will be sacrificing HP, but how much HP?  If it brings them down to like 4.5k - 5k they will have the advantage of higher mitigations but the same damage bonuses that leather wearers get.... at zero discipline cost.

Leather wearers on the other hand not only will have to give up the damage bonus from leather, but will have to give up 2 minor disciplines to wear plate.  So they will be potentially sacrificing about 30% of their damage to wear full plate. Seems a little out of whack to me.  They could also just through the plate chest on, and continue to wear the leather helm, gloves, and boots.  But they have to sacrifice 2 minors to do so and will potentially lose out on about 20% dmg.  It really depends on how much HP the helm, gloves, and boots have... but it still seems to favor plate wearers at face value with no indication of how much HP/Dmg bonus these other pieces give.

I would rather it just be a free choice on which armour people want to wear. 

You can’t just have free choice without oppotunity cost. A ranger shouldn’t get plate and not have to give something back in return. Choices without consequence is boring. Metal armor makes sound in reality, a stealther shouldn’t get plate by default because they would make sound. The game isn’t based on reality so you add a cost to these to simulate the same idea. 

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Just now, Tark said:

You can’t just have free choice without oppotunity cost. A ranger shouldn’t get plate and not have to give something back in return. Choices without consequence is boring. Metal armor makes sound in reality, a stealther shouldn’t get plate by default because they would make sound. The game isn’t based on reality so you add a cost to these to simulate the same idea. 

Wrong thread.

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