+9
Under review

Manual Update

Yutiko 8 years ago updated by Battered Shield Admin 8 years ago 28

Could we get an improved manual? Navigating it currently is clunky. It needs a "Back" or "Last Page" feature at the least.

the manual will continue to improve. its on the road map. it just recently got navagation at all, imagine it with that! :)

+3

The hunting section could be expanded. At the moment there's no indication of which areas have which monsters and which drops. This is particularly frustrating as the tutorial quest asks for Bird Scraps, which are quite rare, and new players might think they're doing something wrong (are we?).

+2
  1. Some actions in the manual are marked as "failable" but have "always" drops. This is confusing since the items don't actually drop when the action fails.
  2. It would be nice to see fail rates for failable actions. If these vary based on level or anything else, it would be nice to see that too.
  3. Timer mechanics would be good to see too.
  4. There's no information about auras. Not clear how to obtain new ones; if it's by hitting the various gongs, it'd be good to see this spelled out.
  5. For actions that need a certain city/building, it'd be nice to see a list of areas where it can be done. Although I assume this is on the roadmap already since there's a "Cities with this action" area that links to a "The manual page for BUILDINGS is incomplete" page.
  6. If tools can break (I've heard of some people mysteriously losing their tools), this should be explained in the manual with break rates.
  7. It would be really nice if the manual could be opened in a separate browser window.
  8. Similar to (1), "Common" drops don't seem all that common... Would be really nice to see the actual drop chance or a range.
  9. Would be nice to link items or manual pages in chat. Maybe something like [[Basil]] could be used to make a link that shows a pop-up with what it's good for and how to get it.
  10. The items in My Clan -> Items should be clickable like the ones in my inventory.
  11. Neat shortcuts like Shift+[1-6] to change chat channel or using the up arrow while adding to a storage to up the number to max should be listed in the manual.


+1

So! Since there actually is a manual suggestion thread I'm going to semi-commadeer it along with Lorin here and help. Because I feel like bird's comment about preferring to make it so we don't need outside tools was to me (lol)

Some of these may exist already in the roadmap but... here I am.


1. Back button, like Yutiko said would be glorious.

2. Can... we have gear listings on the skill pages? Anything that can be worn that assists with the skill ideally

3. Can we also have food listings? Which foods will assist in what skill, what foods raise hp on the combat skill. etc.

4. Some kind of manual search. just something that I can put in a keyword and pull up items that match it.

5. Seconding almost everything in lorinthar's post. (though I don't have any issues with Lorin's #1. The rest, yeah. could be helpful) Though I feel like we may already have 11 as well.

6. I personally would also love some sort of a notepad feature in game. I'm not sure if it really fits in the 'manual' but. If that's a no, I'll survive. lol

2/3. We already have gear and food listings on the skill pages under the "Items that give you bonuses to this skill" heading. They only list the gear that help with that skill, though. Some tools are required for certain actions but don't reduce the timer, so they don't show up there.


I like your other suggestions.

+2
  1. Actions that are not failable still show the XP on failure. This could be removed.
  2. The manual for Speed should show how much XP is awarded for travelling.
+2

We could use more information about clan compounds:

  1. What buildings can be made.
  2. Whether multiple of the same building (e.g., storage or farm) can be made.
  3. What various compound levels unlock (is it a certain number of buildings per level, is it specific buildings, etc.).
  4. Costs of each building and each compound upgrade.
  5. Whether there is a max level for the compound or for buildings.


The Cities pages in the manual show the "border" towns Secamend, Ore Town, WiddleVille, and South Crag in each of the cities they border instead of just the one they're actually in.

+1

I'm not sure what "plant details" you have in mind already, so I'll make a list of my thoughts.

  1. A few of the Farming actions in the manual have "(delete)" at the end, and probably ought to be deleted. (They don't have an associated "Plant" action, and the relevant seeds don't drop from woodcutting or hunting, and presumably don't exist.)
  2. Some general information about farming mechanics would be useful:
    1. The mechanism, namely (assuming my understanding is correct and complete): seeds are planted; a long timer ensues during which time the player can do anything; when the timer ends the plot can either be harvested or left to seed; if left to seed, another long timer ensues and seeds can then be harvested.
    2. How many seeds can be planted per farm slot.
    3. Whether it's possible to harvest some plants and leave some to seed.
    4. Whether a crop that's gone to seed will expire.
    5. Whether the timer is started when planting commences, when planting ends, or individually for each seed.
  3. Growing and seeding times for each crop.
  4. Number of slots each crop takes, if it's not the same.

"Craft Amber Amulet" doesn't have anything under "Items gotten from action". Guessing this is a manual bug rather than it actually not making an Amber Amulet.

Completed

this is fixed

+1

Include more specific information on the pages for each skill:

  1. Exp from each action.
  2. Timer for each action. There's room for 3 lines for each action, and only 2 are currently in use. The exp and timer could easily fit either on the same line as the level (possibly wrapping to the next one) or on the next line:
    Frobnicate widgets
    Level: 10
    234 exp, 60s
  3. A dynamic value for the action timer taking into account the player's skill level, both on the action page and on the skill page if (2) is done.
  4. Required levels for the bonus items and equipment.
  5. HUD-type popups for actions and items to get more information without leaving the current page. This could be useful for the skill pages and throughout the manual.

The hunting section could be expanded. At the moment there's no indication of which areas have which monsters and which drops. This is particularly frustrating as the tutorial quest asks for Bird Scraps, which are quite rare, and new players might think they're doing something wrong (are we?).

We could use more information about clan compounds:

  1. What buildings can be made.
  2. Whether multiple of the same building (e.g., storage or farm) can be made.
  3. What various compound levels unlock (is it a certain number of buildings per level, is it specific buildings, etc.).
  4. Costs of each building and each compound upgrade.
  5. Whether there is a max level for the compound or for buildings.


Actions that use the Oven (making bread) and Fermentor (making cheese) don't show up in the manual.

Should I make a new topic? Maybe. But this fits here and hopefully will be seen!


While combing over the crafting manual today I noticed a few things:

1. Craft Finger Tab is listed twice. one leads to an empty page

2. tree tagger kit only requires a level 1 crafting hut ... but is a level 71 action.

3. Bird and rice is listed twice in the food area on the crafting page

4. Dinner salad is also listed twice.

5. There's a tab that says "Equipment that give you bonuses to this skill" and one that says "Food that give you bonuses to this skill" but everything is under the 'food' one.


I also would motion to flip bow and rod experience/timers. Consistently rods take more time and give more experience - but this is completely backwards. Creating a bow is certainly a more complex task and /should/ take more time and give more experience. It's not a major difference, in the long run, but~ was a thought.

not sure if this was proposed yet but could tools be added under a new tab on the manual for each trade? we already have equipment and the rest