Perceived Problem: The learning curve of this game is fairly steep. This is because a new or newer player has a lot of skills to learn about, a lot of items to learn about, and a fair number of game mechanics that they need to know the ins and outs of.
Proposed Solution1: When a player dies (new players die often) instead of putting them in a situation where they can look dimly at the game board, instead:
- Let them get normal vision of the play space. This way they can watch their teammates play, which will help them learn to play the game better. At the very least they get to see how the game is progressing a little better, so they do not have to reassess the situation only after respawning.
- Let them peruse their skill list and buy skills. A 30 second down time will give them a chance to read up on the skills they have, if they have either forgotten exactly what they do, or never had a chance to learn.
- Give the players a 'ghost' that is rooted to the ground at the spawn position (which should be within range of the item buying shop). Allows them to peruse the item list and consider buying items.
Proposed Solution2: When a game is setting up there are a few places we can interject information to a player.
- When you are chooseing your character, instead of having just a small bit of textual information on them, give a link that brings up the character skill list. When someone is first addressing the game this will give some players (those who like to read numbers) a chance to look at how the skills for that character work
- Similarly, a button on the same spot that brings up a screen with item information
Proposed Solution3: One of the bigger parts of the game, are minions, or at least they should be. The problem is it is really hard to keep track on how they are doing, and the effect of your skills on them.
- Let CTRL + C bring up a minion character screen (for generals) that brings up a little box of information about your minion strength. Obviously it cannot show the health of all your minions (currently) but it can show their max HP, movement speed, etc.
- Minions currently do not show 'damage' numbers as they do damage in combat, unless that damage targets a demigod. I think they should be shown for all damage instances. This way even without a character screen for minions you get a better idea of how they are doing.
Proposed Solution4: War rank is one of the most difficult system to understand when first playing the game. How do you get it? What does it do for you? What can you get with it?
- On the tab screen, right next to where you show the total score and rank, show a countdown timer showing the 'time until next rank'. This will of coursed be based off of the current flag situation, and will change as they are taken
- On flags, in their effect list, always include something like "+15 war rank per second" (I don't know the actual value). This also has the fun side effect of opening up the ability to have flags with greater effect on war rank.
- Somewhere in the game or playing area, show the effects of the current citadel upgrades. Gold per second increased? You have to sit and stare at your gold-o-meter to try and figure it out. Troop strength, tower strength... these are all inobvious.
- Further more, newer players will often not realize why their troops are weaker than the oppositions, or when the opposing troops have been strengthened. Slight visual cues (glowing weapons, larger models, etc).
That's all for now.