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Thread Statistics | Show CCP posts - 27 post(s) |

Tarryn Nightstorm
Hellstar Towing and Recovery
557
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Posted - 2012.07.30 22:07:00 -
[121] - Quote
I've tried the new tutorial-arc on SISi, and overall, I must say, most impressive!
But no more Aura-voice?
Dis maek meh haz a sad :(
But seriously guys, please do try to bring that back when feasible to do so -- Speaking only for myself, of course, but a HUGE part of my initial immersion (read: Falling in love so bloody hard with Mme. EVE) was from that voice-over.
(Her old-style voice and convo, I mean -- the last one, with all due respect to the voice actress, was a bit too stilted, a bit too conscious of the "fourth wall," although I submit that there may be places in the tutorial-arcs where breaking that wall outright is warranted.)
Hoorah for dev-blog!
Why am I dreaming of some strange woman who keeps telling me, "You fail at life because you are cloaked?" |

Logix42
Midnight Elites Echelon Rising
64
|
Posted - 2012.07.30 22:45:00 -
[122] - Quote
Tarryn Nightstorm wrote:I've tried the new tutorial-arc on SISi, and overall, I must say, most impressive!
But no more Aura-voice?
Dis maek meh haz a sad :(
But seriously guys, please do try to bring that back when feasible to do so -- Speaking only for myself, of course, but a HUGE part of my initial immersion (read: Falling in love so bloody hard with Mme. EVE) was from that voice-over.
I also loved the voice over when I began, glad to read in the dev blog that you're actively looking into it. Sooner the better  Operation WRITE DOWN ALL THE THINGS!!!-á Collecting and compiling all fixes and ideas for EVE.-á Check out the G-Doc list at http://bit.ly/wdatt or the Eve-áforum post at http://bit.ly/I56ebm Note: on holidays until September, list may be out of date |

Rhakina
Oh No You Didn't Oprah
0
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Posted - 2012.07.30 22:46:00 -
[123] - Quote
One of the things I noticed going through the tutes recently and hearing the cries of folks in help was frequently the items needed (civvie salvager comes to mind) to perform the mission don't appear. There is also (at least in my training area) no way to acquire them readily if they don't. |

Tanaka Aiko
ICE is Coming to EVE Goonswarm Federation
74
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Posted - 2012.07.30 23:15:00 -
[124] - Quote
CCP Phantom wrote:As I say, the EVE Community is really great and has an immense insight into EVE Online that it would be a shame not using this knowledge and passion to improve EVE together. no buddy no need to try flattering us, I won't let you go out with my sister 
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Lost True
Paradise project
1350
|
Posted - 2012.07.30 23:18:00 -
[125] - Quote
I wonder how stupid the human should be to fail the tutorial.
I have a proposal to do 2 types of tutorial.
1: Some like an old one, where looks like you CAN lose your ship, with sound and which takes 2 days to complete, 2: For stupid moneygiving mass (by default). Activating a hard tutorial requires a user to perform some difficult action as an IQ test. Like hitting a mentioned help button which isn't blinking. Waiting for WiS for 4 years now. Discussion thread about WiS
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SpaceSavage
AQUILA INC Verge of Collapse
0
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Posted - 2012.07.30 23:50:00 -
[126] - Quote
look way better than what I have experienced, I tried to use WASD to move my ship back there |

MotherMoon
Blue Republic RvB - BLUE Republic
1052
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Posted - 2012.07.31 00:07:00 -
[127] - Quote
Salpun wrote:MotherMoon wrote:
see? stupid. If anything maybe the NPE should inject and force the skill to level 1 on it's own.
With the new train to in the right click menu its realy ease to place in training
but then you have to put the game down for 10 minutes. why? whats that add to the game?
I'm reallt irked ccp wouldn't nip this low hanging fruit in the butt. http://dl.eve-files.com/media/1206/scimi.jpg |

Tric Starless
Native Freshfood Minmatar Republic
9
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Posted - 2012.07.31 00:44:00 -
[128] - Quote
Then just label it "Maximum Range". Clear. Concise. Not EASILY ameniable to misinterpretation like the current phrasing.
Clarity is good. Maximum Range is better :)
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Tanaka Aiko
ICE is Coming to EVE Goonswarm Federation
74
|
Posted - 2012.07.31 01:09:00 -
[129] - Quote
it's nice to let newbie see where the gate is on space, but can you do it at other places ? like putting this ui on the selected item on the overview ?
so you can see which ship is primary, before targeting it, could be usefull while looking at tactical view or seeing where is the pos module you selected on the overview
or attaching this ui to the anchor of the fleet while on battle so you always know if you're close to him or not
i'm terrible at finding my way both RL or in game, so having a clear visual thing would help a lot |

Jarin Arenos
Card Shark Industries
25
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Posted - 2012.07.31 01:34:00 -
[130] - Quote
CCP Greyscale wrote:ReK42 wrote:Looks good, however the gun tooltip is missing one major thing - tracking. We left tracking off because we wanted to keep it simple, and because actually using that number is sufficiently advanced behavior that you probably know your tracking value already. Or, put another way, it's (IME) rare that you're in the middle of a fight and think "oh crap, what's my tracking in radians/s?"
There is a LARGE skill gap between "understands what tracking is" and "knows what their tracking speed is at all times, factoring in skill and active modules." Please please PLEASE add the option to turn this on for tooltips. Even if it's just as XML editing like the in-space ship tooltips.
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ISD TYPE40
ISD Community Communications Liaisons
47

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Posted - 2012.07.31 01:43:00 -
[131] - Quote
Thread has had a little clean up work done, content-less posts removed and a friendly reminder to post responsibly. And on topic, it's wonderful to see the Tutorials are getting some more love and polish, they are already way better than they were in my day. ISD Type40 Ensign Community Communication Liaisons (CCLs) Interstellar Services Department |
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Galphii
Sileo In Pacis THE SPACE P0LICE
56
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Posted - 2012.07.31 02:14:00 -
[132] - Quote
Excellent revisions, I'm sure it'll have an impact on new player retention. Going to run through it myself to check it out :)
Also, the speech component to on-screen text can greatly increase immersion, and I think this should be put back in at a later date once you have all your text sorted out (this should be done in missions wherever possible too, but again, it'll wait til after you've revised the mission system). |

Hakaru Ishiwara
Republic Military School Minmatar Republic
291
|
Posted - 2012.07.31 02:28:00 -
[133] - Quote
CCP Greyscale wrote: Stage Four: Evaluation and adjustment
Once we were done with the main implementation work, we went through several rounds of user-testing with external volunteers. As you'd expect, we learned an awful lot from this, and came away from each session with long lists of adjustments to make. Why did CCP not do this with the Inventory UI revamp project?
CCP Greyscale wrote:A key example of this is how we teach in-space commands. We'd assumed initially that using visible UI functionality would be better than relying on context menus, so we endeavoured to teach with the Overview and Selected Item as much as possible. Repeated user testing showed that new players were far more comfortable right-clicking on everything, to the point where later tutorial steps that forced players to rely on Selected Item were tripping them up because they had no idea how to use it. This experience led us to rework our teaching throughout the tutorial to use right-click and the context menu, which subsequent testing confirmed as a much smoother experience. CCP is just figuring this out now?
After all of the constructive feedback on the Inventory re-vamp regarding conventional computer user-interface interactions and well thought-out posts on why the removal of right-click access to various hangars was terribly detrimental to game-play....
And CCP took the word of volunteer testers over the word of loyal customers regarding value of right-click contextual menus. Words fail me at this point. 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284 Characters 284286 |

Kyrin Ongrard
Darkness Fallsss Against ALL Anomalies
1
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Posted - 2012.07.31 05:04:00 -
[134] - Quote
While i havent done the caldari tutorial before, one of the BIGGEST things that was confusing to me was how missile "range works". I think one thing that NEEDS to be explained in ALL the tutorials is how flight time and missile speed work together to get your that range you can hit out to. I was maybe 3 months into eve the first time i used rockets and it confused the hell out of me to have to figure out how flight time and speed and all that worked together, especially after basicly being trained to think in terms of optimal and falloff for normal guns and then not have a set number with missils/rockets. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
238
|
Posted - 2012.07.31 05:14:00 -
[135] - Quote
Previously I have suggested that CCP hire/consult with a sociologist or similar to help you understand human nature to create better mechanics as you are apparently surprised every time someone takes a less travelled (read: not working as intended, but not illegal) route to one goal or another. Would be hugely beneficial when it comes to revamping the sov system I'd say.
Now I'd like to expand on that and suggest you hire/consult with an professional educator, preferably one specialized in early developmental psychology/learning, so that you can make your Eve intro as good as can be .. some examples where such experience would have been beneficial:
Quote:...and some bad spots (most notably the bit right at the very start where we try to teach the skill queue before you've even undocked) Your solution is to eliminate it .. hmmmmm. What one does when dealing with noobs children new comers who exhibit disinterest in something that will ultimately help them is to play into their natural curiosity but not forcefully. Introduce the skills as normal (assuming the bad spot doesn't extend that far) and rest assured that they will poke around until they press the queue button .. at which point you can tell them there is a guide available should they want/need it (you can use one of those fancy new pop-ups!) .. most like figuring stuff out themselves though.
Quote:...This experience led us to rework our teaching throughout the tutorial to use right-click and the context menu, which subsequent testing confirmed as a much smoother experience. If a child refuses to eat nothing but pizza, the absolutely worst thing one can do is to let the little bastard eat nothing but pizza . Yes, the context menu has improved a lot since I started out .. to the point of usefulness even .. but to base the entire introduction to Eve on nothing but will come back and bite you very, very hard as said usefulness is dwarfed by the keys and key+click combos used in competitive Eve gameplay. The right-click will always be there as PC users are very well acquainted with the "when in doubt, R. click" dogma so keep working on the menus to make them perfect failsafe's rather than use them as the starting point and sole content. Again play on the natural curiosity .. take the new player on stroll through the ESC menu at some "early" point, can even be an optional thing as people like to kick tyres and poke engines, or you could mention in the pop-ups when there is a key assignment available and possibly even what the current one is. Computer players will always seek to optimize their gameplay which is what keys and key+click allows.
In short: Good work so far, but you must be careful not to "dumb things down" too far so that the post-tutorial experience suffers. Iconography/menu based interfaces may be alpha-omega on smartphones and other input limited devices but it is because they are input limited not because it is the best interface solution around.
Now let's talk noob ships and blow some up!
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Bob Niac
Macabre Votum Against ALL Authorities
19
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Posted - 2012.07.31 06:19:00 -
[136] - Quote
Side note.. Woullove to see that acceleration gate graphic used elsewhere. Maybe with a zoom lens effect for the player's selected target? I <3 Logistics: Pilot of all -áT2 logi and my shiny Archon [deceased.] Also a Chimera which may or may not be horrid. I don't make games, I play them. I get that ppl are passionate about change. I post here to plant seeds. You see your idea as is? Holy **** you win! So let's post, and see what the DEVs and our peers use. |

Mike Whiite
Keystone Industrial
64
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Posted - 2012.07.31 06:53:00 -
[137] - Quote
I know your time is limited, but maybe you could consider the following:
Could the final tutorial mission be something like this:
Multiplayer Mission run and or a 2 group PvP.
it should be something that is on a timer. aply to the mission wait certain amount of time, start mission adjust mission to number of participants 1 if no others apply.
it would show a part o EVE that I miss in the tutorial.
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Hoshi
Paxton Industries Gentlemen's Agreement
21
|
Posted - 2012.07.31 07:02:00 -
[138] - Quote
Tric Starless wrote:Then just label it "Maximum Range". Clear. Concise. Not EASILY ameniable to misinterpretation like the current phrasing. Clarity is good. Maximum Range is better :) But it's not maximum range, just the range where you do 50% damage which is a good guideline to what range you should usually try to keep inside. Maximum range is Optimal + 2x Falloff. Calling it something that it's not is not better. "Memories are meant to fade. They're designed that way for a reason." |

Horus V
13
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Posted - 2012.07.31 07:11:00 -
[139] - Quote
If you dont use old Aura voice in tutorials you fail! |

malaire
463
|
Posted - 2012.07.31 07:54:00 -
[140] - Quote
Logix42 wrote:Ok before I go any further, it really looks like the advance tutorials, the ones for the career agents have not been updated, before I go scrutinizing them could I get a dev response as to whether they've actually been updated? No point in me dissecting them if there are changes soon to come Devblog says that only initial Aura missions were changed (those which are before Career Agents).
So no changes were made to Career Agents.
From devblog: "... it quickly became clear that the biggest pain point right now is the initial tutorial arc, which loses an awful lot of people before they've even begun to play. The career path missions aren't perfect either, but players who've got to that point have usually already decided that they enjoy the game and want to keep playing." New to EVE? Don't forget to read: The Manual * The Wiki * The Career Options * and everything else |

Lost Hamster
Hamster Holding Corp
60
|
Posted - 2012.07.31 08:00:00 -
[141] - Quote
Would be interested to see, how many people quit after seeing the awful inventory system.  |
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CCP Sisyphus
C C P C C P Alliance
34

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Posted - 2012.07.31 08:28:00 -
[142] - Quote
Thanks for all the comments. Especially from those who actually tried the new aura-tutorials on sisi.
I am taking lots of notes from these comments :) |
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Mechael
Ouroboros Executor Collective
198
|
Posted - 2012.07.31 08:49:00 -
[143] - Quote
New Player PvP Training: Warp to the deadspace arena. Two rookie ships enter, one rookie ship leaves!  Whether or not you win the game matters not. -áIt's if you bought it. |

Abdiel Kavash
Paladin Order Fidelas Constans
768
|
Posted - 2012.07.31 09:32:00 -
[144] - Quote
Quoting myself from features & ideas thread, because this is the official thread and there is a slight chance CCP might look at it...
In response to "make the tutorial longer and make it explain more stuff":
Abdiel Kavash wrote:I personally disagree. (And I must stress that this is my personal opinion as a player, I am not a games designer, I am not trying to tell CCP how to do their job, just sharing my thoughts.)
For some reason many developers in the past few years, now CCP included, pretend that the only interaction a new player has with the game is through the tutorials. They feel the need to explain every tiny bit through lengthy series of "do this, trust me" instructions and/or throw a huge wall of text at the player.
Now I don't know about others, but when I get into a game, especially such a complex one, I tend to do a little bit of reading on it. I knew EVE was advertised as extremely complex, I spent about two weeks browsing the official website, forums, and guides before I even registered to get a feel of the game. Even if one doesn't do this research beforehand, all these resources are readily available - in EVE even without tabbing out of the game through the IGB.
In my opinion the tutorial should explain how to use the UI - how to undock, how to fly your ship, how to shoot at things. As far as I remember that was what it was like when I started. Then there were I think three career agents to show off the various career paths, and off to the real game. The tutorial shouldn't be explaining game mechanics - especially as complex as tracking or fitting ships. These should be explained on the game's webpage in a quick guide, and then in great detail through manuals and gameplay guides.
(Going off on a tangent here, but still related to the NPE - these kind of things are ridiculously difficult to get to from eveonline.com. Personally along with the links "One universe", "The Sandbox" etc. at the top I would add one for "Guides" or "Game Mechanics" or something.)
Quite often showing too much is even worse than showing too little. If the game doesn't explain a mechanic, the player looks for another source of this information. But if the tutorial provides a half-arsed explanation, the player is under the impression that he already understands it, and is content with what he knows. However in fact his understanding is lacking at best and misguided at worst.
The tutorial also shouldn't be explaining how to do things efficiently - as in, how to fit your ships, how to run missions, etc. This is something for the player to explore and discover by themselves. Trying to imprint a certain way of doing things to people early on has the same negative effects as I pointed out above (lack of detail leading to misguided understanding), but also ruins the sense of discovery, trying various approaches and seeing what works - basically everything that makes a game a game, and not just following a set of instructions you read off the screen.
This is not about making the game more difficult for the sake of it being difficult (or conversely easier for the sake of being easier). The information should be readily available,but it shouldn't be forced onto the player in bits and pieces however CCP thinks is the best. I don't like being told by an NPC to fit a web and use it on another NPC. I want to read a little about what webs do, why is it a good idea to use one, and when should one be used.
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Pinky Denmark
The Cursed Navy Tactical Narcotics Team
171
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Posted - 2012.07.31 09:52:00 -
[145] - Quote
Im amazed how well structured you aproach has been... Hat off for not making any changes to the game "because you think so" and instead actually test it with real people :-)
I have 1 small petty thing about the module tool tip for guns: Optimal within x meters - okay Falloff within x meters - Shouldn't this be falloff AT x meters
Also consider the order of those - I would like charge instealled first, then optimal and then falloff I would be carefull about stating dps. average potential dps might be too long but think about it ;.)
Excellent work - When you get it done with a silk smooth female voice over I might do my tutorial again after these 6-7 years hehe |

MotherMoon
Blue Republic RvB - BLUE Republic
1053
|
Posted - 2012.07.31 10:26:00 -
[146] - Quote
Lost Hamster wrote:Would be interested to see, how many people quit after seeing the awful inventory system. 
nope, new players like it better, sorry only old vets enjoyed windows 3.1 ui over windows 7
http://dl.eve-files.com/media/1206/scimi.jpg |

MotherMoon
Blue Republic RvB - BLUE Republic
1053
|
Posted - 2012.07.31 10:31:00 -
[147] - Quote
CCP Sisyphus wrote:Thanks for all the comments. Especially from those who actually tried the new aura-tutorials on sisi.
I am taking lots of notes from these comments :)
edit: for a couple of questions - We were given a short timeframe to get some awesome people, we had to pick where we could make the best impact. I would have loved to give the career agents a thorough workover, improve a lot of UI, etc. But we tried to hit the biggest problem areas.
Those who have tried the new tutorial will note the use of civvie modules while giving you a quick skill to learn to use the "full" modules in the next missions.
You might have also noticed an extra tab on the skills in your head - you can see what each level of a skill will allow you to use.
why not have basic skills inject and start at level 1? I'm honestly just curious what the goal is to make players train these skills instead of starting them out with them? http://dl.eve-files.com/media/1206/scimi.jpg |

Vegare
The Legion of Darkness
54
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Posted - 2012.07.31 10:42:00 -
[148] - Quote
devblog wrote:you can now use Back and Next to page through the entire string with no breaks or restrictions. IMO this will lead to a lot of confusion.
The new player will never know if he actually did everything right or not when clicking 'Next'.
Worse is, before recognising that there are no restrictions, he will have the impression of having done everyting correctly even if he hasn't just because he can go to the next page of the tutorial. He will then end up at a dead end sooner or later. This is totally different from every other game tutorial out there... |
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CCP Greyscale
C C P C C P Alliance
1449

|
Posted - 2012.07.31 10:50:00 -
[149] - Quote
Logix42 wrote:You say in the devblog players prefer the right-click method. However in step 19 of the tutorial you say "To look at a ship or other object in space, select it, and use the the Look At button in Selected Item, which looks like an eye."
Either change this to right click instructions, or add a pointer, pointing to the eye on the selected item panel.
...whoops.
Morigan Omega wrote:Do the gun/ammo tool tips include skill/implant modifiers in optimal/falloff/dps numbers? I would assume so, but you know what they say about assuming...
They should be pulling the actual current stats off the module in question, so yes.
Che Biko wrote:I'm not sure if this is an issue you also encountered, or it was just me messing up the tutorial because I just wanted to show a friend the game and rushed through it but I made a fresh Amarr character on TQ and started the tutorial.
I was given an armor repairer that I needed to use, but I did not have the skill for. And it didn't help that I had lost half my armor while blowing up a structure, so I was kinda 'stuck' in the tutorial, as I could not tank the...enemies.
I resorted to canflipping in an effort to pay for the skillbook.
The existing tutorial on TQ has a bug where this skill doesn't always drop, yeah. Shouldn't be present in the new one.
Logix42 wrote:Section 23: Additional Reading should not include medical clones. Corporations and skills are fine to talk about while your ship is auto-piloting to a station but the medical clones bit should be saved until the player is IN a station. It is more relevant there, where they can actually upgrade their clone while they read that bit of the tutorial. Having them read it while flying in space is a recipe for forgetting and then them cursing you when they die and lose skill points.
New players are going to have neither the money nor the need to upgrade their clone at this point, so I think it's kinda a moot point. We put the additional reading in to fill time while you travel; if we don't mention clones there we're not mentioning them elsewhere as we don't want to break up the actual learning stages with irrelevant info, and we feel that it's better to mention them than not 
Obsidiana wrote:Request: On the agent menu "Add Waypoint" would be nice to have if the mission is in another system.
Already does that 
Logix42 wrote:Ok before I go any further, it really looks like the advance tutorials, the ones for the career agents have not been updated, before I go scrutinizing them could I get a dev response as to whether they've actually been updated? No point in me dissecting them if there are changes soon to come
Yup, career paths have not been touched.
Hakaru Ishiwara wrote:CCP is just figuring this out now?
After all of the constructive feedback on the Inventory re-vamp regarding conventional computer user-interface interactions and well thought-out posts on why the removal of right-click access to various hangars was terribly detrimental to game-play....
And CCP took the word of volunteer testers over the word of loyal customers regarding value of right-click contextual menus. Words fail me at this point.
Edit: Does the new tutorial content include information and a walk-through on how to most efficiently use the re-vamped Inventory UI elements?
Please see this post and understand the context in which that statement was made: https://forums.eveonline.com/default.aspx?g=posts&m=1720042#post1720042
(This is in no way at all about the inventory.)
Kyrin Ongrard wrote:While i havent done the caldari tutorial before, one of the BIGGEST things that was confusing to me was how missile "range works". I think one thing that NEEDS to be explained in ALL the tutorials is how flight time and missile speed work together to get your that range you can hit out to. I was maybe 3 months into eve the first time i used rockets and it confused the hell out of me to have to figure out how flight time and speed and all that worked together, especially after basicly being trained to think in terms of optimal and falloff for normal guns and then not have a set number with missils/rockets.
Hopefully having range info in the new tooltip mitigates a lot of this trouble without having to actually explain it.
Veshta Yoshida wrote:Quote:...and some bad spots (most notably the bit right at the very start where we try to teach the skill queue before you've even undocked) Your solution is to eliminate it .. hmmmmm. What one does when dealing with noobs children new comers who exhibit disinterest in something that will ultimately help them is to play into their natural curiosity but not forcefully. Introduce the skills as normal (assuming the bad spot doesn't extend that far) and rest assured that they will poke around until they press the queue button .. at which point you can tell them there is a guide available should they want/need it (you can use one of those fancy new pop-ups!) .. most like figuring stuff out themselves though. Quote:...This experience led us to rework our teaching throughout the tutorial to use right-click and the context menu, which subsequent testing confirmed as a much smoother experience. If a child refuses to eat nothing but pizza, the absolutely worst thing one can do is to let the little bastard eat nothing but pizza  . Yes, the context menu has improved a lot since I started out .. to the point of usefulness even .. but to base the entire introduction to Eve on nothing but will come back and... |
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CCP Greyscale
C C P C C P Alliance
1449

|
Posted - 2012.07.31 10:54:00 -
[150] - Quote
MotherMoon wrote:CCP Sisyphus wrote:Thanks for all the comments. Especially from those who actually tried the new aura-tutorials on sisi.
I am taking lots of notes from these comments :)
edit: for a couple of questions - We were given a short timeframe to get some awesome people, we had to pick where we could make the best impact. I would have loved to give the career agents a thorough workover, improve a lot of UI, etc. But we tried to hit the biggest problem areas.
Those who have tried the new tutorial will note the use of civvie modules while giving you a quick skill to learn to use the "full" modules in the next missions.
You might have also noticed an extra tab on the skills in your head - you can see what each level of a skill will allow you to use. why not have basic skills inject and start at level 1? I'm honestly just curious what the goal is to make players train these skills instead of starting them out with them?
We have to teach players to train skills some time. We feel that starting off in this way, with a really clear "look, train this skill and in five minutes you'll be able to do something new" is the strongest way to link cause and effect for skill training.
Vegare wrote:devblog wrote:you can now use Back and Next to page through the entire string with no breaks or restrictions. IMO this will lead to a lot of confusion. The new player will never know if he actually did everything right or not when clicking 'Next'. Worse is, before recognising that there are no restrictions, he will have the impression of having done everyting correctly even if he hasn't just because he can go to the next page of the tutorial. He will then end up in a dead end where the tutorial text does not match his actual progression soon. This is totally different from every other game tutorial out there...
Ideally we'd have the entire tutorial based on a trigger system where it auto-progresses every time you finish the current task, but that'd involve custom code triggers for every single page and we just did not remotely have time to do that. We feel that the current solution is better than the half-way house of some things having auto-advance triggers, some things not letting you progress until you do something, and some things not enforcing it either way. It's not optimal but it is consistent. |
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