Difference between revisions of "GCI/Playtesting/The Eastern Invasion/Normal"

From The Battle for Wesnoth Wiki
Line 1: Line 1:
 
First, I'd like to start off by saying that I have not played a Wesnoth campaign before, so maybe I wasn't the most qualified to do this bug sweep, but I have played many games and can suggest a few gameplay and interface changes, not familiar with code so I'm also not sure what is doable or not, but I feel I represent the average gamer and their wishes.  
 
First, I'd like to start off by saying that I have not played a Wesnoth campaign before, so maybe I wasn't the most qualified to do this bug sweep, but I have played many games and can suggest a few gameplay and interface changes, not familiar with code so I'm also not sure what is doable or not, but I feel I represent the average gamer and their wishes.  
 +
 
QUESTIONS
 
QUESTIONS
 +
 
1. I played through The Eastern Invasion on Normal difficulty, 1.9.2
 
1. I played through The Eastern Invasion on Normal difficulty, 1.9.2
 +
 
2. 7/10 I found the scenario very difficult, each scenario requiring ATLEAST more than one try (except for Two Paths)
 
2. 7/10 I found the scenario very difficult, each scenario requiring ATLEAST more than one try (except for Two Paths)
 +
 
3.  Occasionally my overall objective was confusing (Escape Tunnel, thought I had to fight through the trolls to reach the end, thought the southern corridor where the Dwarves lived was a dead end), but most of the time I knew what I had to do.  
 
3.  Occasionally my overall objective was confusing (Escape Tunnel, thought I had to fight through the trolls to reach the end, thought the southern corridor where the Dwarves lived was a dead end), but most of the time I knew what I had to do.  
 +
 
4. The dialog was actually alot higher quality than what I wouldve thought of a free game (no offense, but they tend to not have a very good reputation). I did enjoy how all the different factions didnt just automatically team up with you and leave and most of the time actually showed stubbornness, not saying it was flawless, I thought it was absolutely stupid just how quickly the goblins and undead befriend each other to fight off a 'common enemy' aka the player, while it did make for a good mission, no faction would ever strike a ceasefire that fast and the goblins really wouldve made more sense to keep fighting the undead, possibly with the aid of the humans. A small band of guards is not at all on the same scale as the entire undead army, the undead are obviously the bigger threat here. It was also a little confusing about all the names and locations, but I'm willing to let that one slide by lack of experience with the game.
 
4. The dialog was actually alot higher quality than what I wouldve thought of a free game (no offense, but they tend to not have a very good reputation). I did enjoy how all the different factions didnt just automatically team up with you and leave and most of the time actually showed stubbornness, not saying it was flawless, I thought it was absolutely stupid just how quickly the goblins and undead befriend each other to fight off a 'common enemy' aka the player, while it did make for a good mission, no faction would ever strike a ceasefire that fast and the goblins really wouldve made more sense to keep fighting the undead, possibly with the aid of the humans. A small band of guards is not at all on the same scale as the entire undead army, the undead are obviously the bigger threat here. It was also a little confusing about all the names and locations, but I'm willing to let that one slide by lack of experience with the game.
 +
 
5. I found it difficult to level my units, the tutorial never really explained what units were more effective against what units (ie. pierce vs undead, etc), I was also unaware that you could replay levels. I guess that wouldve helped, but I just wish I couldve been told that.  
 
5. I found it difficult to level my units, the tutorial never really explained what units were more effective against what units (ie. pierce vs undead, etc), I was also unaware that you could replay levels. I guess that wouldve helped, but I just wish I couldve been told that.  
 +
 
6. I give this scenario another 7/10, it's fun and a strategic challenge for the mind, but at moments its a little irritating with difficulty or other certain aspects.
 
6. I give this scenario another 7/10, it's fun and a strategic challenge for the mind, but at moments its a little irritating with difficulty or other certain aspects.
 +
 
7. Definitely ELABORATE on the tutorial for interface! I did not understand what half the buttons or numbers really meant. Also, it would be nicer if you would be told what the strengths and weakness' of your units were, often times I would send units I thought would be effective, but then they would get crushed (first mission, I spammed spearmen)
 
7. Definitely ELABORATE on the tutorial for interface! I did not understand what half the buttons or numbers really meant. Also, it would be nicer if you would be told what the strengths and weakness' of your units were, often times I would send units I thought would be effective, but then they would get crushed (first mission, I spammed spearmen)
 +
 
8. The death of a critical unit, usually a hero where the game would force you to restart, but also my levelled units, whenever my strong units died I would rewind a few turns. Often times I just dont use my critical units, because I don't want to suddenly get sniped when a really strong unit appears out of nowhere and kills my heroes.
 
8. The death of a critical unit, usually a hero where the game would force you to restart, but also my levelled units, whenever my strong units died I would rewind a few turns. Often times I just dont use my critical units, because I don't want to suddenly get sniped when a really strong unit appears out of nowhere and kills my heroes.
  
 
Just some general things that I would like to see improved upon:
 
Just some general things that I would like to see improved upon:
 +
 
The tutorial does a good job at teaching you the mechanics, but it would be helpful if there was a map of the interface and what each button and piece of information displayed meant. It was a little frustrating not knowing what something did or what these percentages actually meant, there may have been a layout map, but it never brought it up.
 
The tutorial does a good job at teaching you the mechanics, but it would be helpful if there was a map of the interface and what each button and piece of information displayed meant. It was a little frustrating not knowing what something did or what these percentages actually meant, there may have been a layout map, but it never brought it up.

Revision as of 05:33, 29 November 2010

First, I'd like to start off by saying that I have not played a Wesnoth campaign before, so maybe I wasn't the most qualified to do this bug sweep, but I have played many games and can suggest a few gameplay and interface changes, not familiar with code so I'm also not sure what is doable or not, but I feel I represent the average gamer and their wishes.

QUESTIONS

1. I played through The Eastern Invasion on Normal difficulty, 1.9.2

2. 7/10 I found the scenario very difficult, each scenario requiring ATLEAST more than one try (except for Two Paths)

3. Occasionally my overall objective was confusing (Escape Tunnel, thought I had to fight through the trolls to reach the end, thought the southern corridor where the Dwarves lived was a dead end), but most of the time I knew what I had to do.

4. The dialog was actually alot higher quality than what I wouldve thought of a free game (no offense, but they tend to not have a very good reputation). I did enjoy how all the different factions didnt just automatically team up with you and leave and most of the time actually showed stubbornness, not saying it was flawless, I thought it was absolutely stupid just how quickly the goblins and undead befriend each other to fight off a 'common enemy' aka the player, while it did make for a good mission, no faction would ever strike a ceasefire that fast and the goblins really wouldve made more sense to keep fighting the undead, possibly with the aid of the humans. A small band of guards is not at all on the same scale as the entire undead army, the undead are obviously the bigger threat here. It was also a little confusing about all the names and locations, but I'm willing to let that one slide by lack of experience with the game.

5. I found it difficult to level my units, the tutorial never really explained what units were more effective against what units (ie. pierce vs undead, etc), I was also unaware that you could replay levels. I guess that wouldve helped, but I just wish I couldve been told that.

6. I give this scenario another 7/10, it's fun and a strategic challenge for the mind, but at moments its a little irritating with difficulty or other certain aspects.

7. Definitely ELABORATE on the tutorial for interface! I did not understand what half the buttons or numbers really meant. Also, it would be nicer if you would be told what the strengths and weakness' of your units were, often times I would send units I thought would be effective, but then they would get crushed (first mission, I spammed spearmen)

8. The death of a critical unit, usually a hero where the game would force you to restart, but also my levelled units, whenever my strong units died I would rewind a few turns. Often times I just dont use my critical units, because I don't want to suddenly get sniped when a really strong unit appears out of nowhere and kills my heroes.

Just some general things that I would like to see improved upon:

The tutorial does a good job at teaching you the mechanics, but it would be helpful if there was a map of the interface and what each button and piece of information displayed meant. It was a little frustrating not knowing what something did or what these percentages actually meant, there may have been a layout map, but it never brought it up.