New players should get an infographic to help understand the early game

New content UI & UX
5fordough [discord] · 6 months ago

New players would really benefit for having one of these for the basic early game since the devs themselves said:

"We get internal data from Steam about play time. They provide a neat histogram with play time buckets, unfortunately, the highest bucket is "100+ hours", which is currently at 20%. So 20% of all players who ever played COI have 100+ hours on record. However, we have no data about playtime distribution within this "100+ hours" bucket, nor we have data about other games to compare. Conversely, 15% of players played less than 30 minutes, so we definitely have more work to do for the "early game" which tends to be "less exciting"."
~Captain Marek

The ingame tutorial is great for getting new players started. The messges however could be overwhelming since its like reading a manual before even starting. But the sections are too specific there should be a page on the feedback cycles that can cause death spirals. Outline the basic relationships e.g.:
Housing needs food and waste output; houses workers.
Workers are needed for farms, vehicles, maintenance depots, and machines.
Machines need resources made by smelters which needs ore/scrap transported by vehicles.
Vehicles and machines need maintenance which needs machines to make inputs.
Vehicles need diesel which needs machines which needs workers.
etc.

Just an idea to improve new player retention is to show this all on one tutorial page in an infographic for what needs what/inputs and outputs to get started. But maybe the devs have better analytics for what works.
@Captain Zuff

image.jpg
image.jpg

5fordough [discord] · 6 months ago

It's good that the devs focus on the most critical bugs or working on features. But I don't think I've ever even had another user on the server comment on any of my threads lol 🥲

ihopethisisnt.taken [discord] · 6 months ago

I like the suggestion, what if there were like some sandboxes you could load that had an example system for some of those things?

5fordough [discord] · 6 months ago

ihopethisisnt.taken [discord] wrote:

I like the suggestion, what if there were like some sandboxes you could load that had an example system for some of those things?

or maybe using planning mode ghosts

but a running system would probably be a better education

ihopethisisnt.taken [discord] · 6 months ago

It could be nice to see the system running

and what better place for that than sandbox?

ugh i hope i wrote that politely

5fordough [discord] · 6 months ago

However I'm thinking that if a new player is starting a game they would probably face friction if they need to load into a new save to see how stuff works

stamb [discord] · 6 months ago

default official blueprints can be added to show how it works if it is really needed, however, imo, if player cant figure it out from the existing tutorials then it is only going to delay the inevitable

8 Showing 1–11 of 11