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HercMighty
18 Mar 05, 11:53
Recieved and email today:

I've been kind of keeping up with the posts there, but at the moment I'm not playing the game much as I never really managed to learn it very well, especially now with all the changes. I was reading that some folks were trying to put together a tutorial and I would be interested in that once it gets done.


So how do we attract new members and re-interest those that have walked away?

I am hoping Scott will agree to a more structured beta program to help finally squash POA2 bugs and get the new manual released. If Mike is able to continue with his tutorial idea I think this would also help in as much as making the game playable and understandable.

Other than that ideas? We have a lot working against us with the state POA2 shipped, but all we can do is try and move forward and hopefully make it worth it.

Regards
Dustin

Scully
18 Mar 05, 12:09
I think a structured testing process would be very helpful. I'm very interested in POA-2 and plan on buying it at some point. However, I just don't see the light at the end of the tunnel with respect to making this game bug-free and playable. That may be just because I don't follow things closely or maybe it's reality.

Either way, I think if folks could see a longer term plan of attack and a structured process for getting there, they might be more likely to get involved.

Certainly more likely than the way things currently stand.

I also agree with someone's thought in another thread about writing about how things have worked in the game itself...more of a tactical discussion. Right now, I have an idea of what the game is all about, but I probably know more about the bugs than how the games capabilities actually play out. I'm not sure if you'd do this through an AAR or an extended "tutorial" process.

Brian

HercMighty
18 Mar 05, 12:29
I also agree with someone's thought in another thread about writing about how things have worked in the game itself...more of a tactical discussion. Right now, I have an idea of what the game is all about, but I probably know more about the bugs than how the games capabilities actually play out. I'm not sure if you'd do this through an AAR or an extended "tutorial" process.

Brian

AAR's are definetly one way. Playing it out turn by turn and having people then give suggestions in between turns would be nice.

Detailing what you did each turn so people can see how you did it so they can learn or offer suggestions on how they think it should be done may help out a great deal.

I know for me this would help out greatly not only using the software but tactics. I suspect some of our problems maybe related to how we are using our forces and we are getting undesirable results.

Regards

MikeSinn
18 Mar 05, 12:54
I am hoping Scott will agree to a more structured beta program to help finally squash POA2 bugs and get the new manual released. If Mike is able to continue with his tutorial idea I think this would also help in as much as making the game playable and understandable.

My next tutorial scenario is in the works now. I am working to get my arms around how artillery is implemented in the game. My goal is to develop a basic enough understanding of the associated concepts and actions so as to provide a simple "How-To" document.

I currently have a couple of outstanding questions to Scott regarding some of the details. As soon as I hear back from him, I should have enough info to complete the associated documentation and publish it to this group for review and comment.

Thanks,
Mike

HercMighty
18 Mar 05, 13:29
Let us know, I still need to go back and look at your first tutorial some more and provide the feedback you need. Maybe this weekend, last time I tried running the scenario it started at the setup phase and not turn 1.

MikeSinn
18 Mar 05, 14:05
Let us know, I still need to go back and look at your first tutorial some more and provide the feedback you need. Maybe this weekend, last time I tried running the scenario it started at the setup phase and not turn 1.

Herc,

Take a look at the "Known Issues" section in the documentation included with the scenario. It appears to be a known bug or feature that forces the scenario to start at the setup phase rather than turn 1. In the documentation, I included instruction on how to properly step through the setup and get to turn 1.

Let me know if you encounter any other errors. Looking forward to your feedback.

Thanks,
Mike

HercMighty
18 Mar 05, 14:11
Will do, its been a while since I tried it so maybe I am just remembering things wrong.

Anyways I try and look at this during the weekend. I gotta get that email to Scott also, hopefully tonite after work.

Regards

Secret Agent
18 Mar 05, 14:16
(From someone who doesn't play and isn't interested - at the moment - in POA) AARs do help...I have decided to buy Harpoon after seeing a couple of AARs. Just an idea.

Scully
18 Mar 05, 14:48
AAR's are definetly one way. Playing it out turn by turn and having people then give suggestions in between turns would be nice.

Detailing what you did each turn so people can see how you did it so they can learn or offer suggestions on how they think it should be done may help out a great deal.

This is a great idea. Many Advanced Squad Leader players have developed scenario replays that include commentary by each player and a neutral observer for each turn. These are usually entertaining and education to read.

Brian

Wodin
18 Mar 05, 19:38
AAR's are a very good way to go.

The game has so much bad press unfortunately. Its going to be hard to get past it aswell. I haven't seen anywhere a post that states the game is more or less playable and actuaaly fun to play. This is not men't as a knock, Ive never played it I'm only going by posts Ive seen in various forums. AAR's should help.

Also to be abale to see what was wrong with the game on release and what has been fixed would be a good pointer to people as to how far the game has come along since release. At the moment its geuss work for someone who doesn't own the game. To see it in writing would give them a better idea on progress.

I'm actually interested in the game as it works at squad level (I believe).

Secret Agent
18 Mar 05, 20:28
AAR's are a very good way to go.

The game has so much bad press unfortunately. Its going to be hard to get past it aswell. I haven't seen anywhere a post that states the game is more or less playable and actuaaly fun to play. This is not men't as a knock, Ive never played it I'm only going by posts Ive seen in various forums. AAR's should help.

Also to be abale to see what was wrong with the game on release and what has been fixed would be a good pointer to people as to how far the game has come along since release. At the moment its geuss work for someone who doesn't own the game. To see it in writing would give them a better idea on progress.

I'm actually interested in the game as it works at squad level (I believe).

Prosimco.com gives it good press! :D