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Editing v0.31 Talk:Quickstart guide

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::::: Firstly, with the caveat that I'm a rank newbie, the problem is not merely that we dig down eight levels. The problem is that we excavate an entire extra level before doing that, and that we have to divide our attention between the surface layers and the sleeping quarters. We're not told why it has to be this way. We do not know whether there might be caves full of fire and brimstone and burrowing Balrogs in the layers between. We're not given any sort of timeframe to work with either, so we have no way of knowing if we're making good time. While we're trying to figure out this, our limited control over labors is tested by the distance to the planting fields, and we don't realize why the plump helmets rot unattended. The tutorial tries to be helpful, but (particularly after a while) falls into the trap of assuming that the reader will understand by inferring the relationships.  
 
::::: Firstly, with the caveat that I'm a rank newbie, the problem is not merely that we dig down eight levels. The problem is that we excavate an entire extra level before doing that, and that we have to divide our attention between the surface layers and the sleeping quarters. We're not told why it has to be this way. We do not know whether there might be caves full of fire and brimstone and burrowing Balrogs in the layers between. We're not given any sort of timeframe to work with either, so we have no way of knowing if we're making good time. While we're trying to figure out this, our limited control over labors is tested by the distance to the planting fields, and we don't realize why the plump helmets rot unattended. The tutorial tries to be helpful, but (particularly after a while) falls into the trap of assuming that the reader will understand by inferring the relationships.  
  
::::: So as constructive criticism, I would say the tutorial was informative and useful until [http://df.magmawiki.com/index.php/v0.31:Quickstart_guide#Strike_The_Earth.21 Strike the Earth]. At that point, we're told stuff without the requisite context. Why is a long, narrow corridor easy to defend? How does one defend at all? What does a jeweler have to do with getting basic amenities into position (food, drink, rest)? What's the real purpose of the administrator? Et cetera. The fact that the tutorial is billed as the most up to date on the wiki (the DF build icon) meant I trusted it to be so, and that could have been one reason for the disconnect. --Eleas (unregistered) 00:22, 13 May 2011 (GMT +1:00).
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::::: So as constructive criticism, I would say the tutorial was informative and useful until [http://df.magmawiki.com/index.php/DF2010:Quickstart_guide#Strike_The_Earth.21 Strike the Earth]. At that point, we're told stuff without the requisite context. Why is a long, narrow corridor easy to defend? How does one defend at all? What does a jeweler have to do with getting basic amenities into position (food, drink, rest)? What's the real purpose of the administrator? Et cetera. The fact that the tutorial is billed as the most up to date on the wiki (the DF build icon) meant I trusted it to be so, and that could have been one reason for the disconnect. --Eleas (unregistered) 00:22, 13 May 2011 (GMT +1:00).
  
 
:::::: Currently it is the most up-to-date. It's true that at some point I kind of start glossing over things a bit, but I was trying to keep it from getting too long and it's about 10 times longer than it was before I started working on it. (You would have found the original one totally worthless, most likely.) Part of the reason that it's not more detailed is that it's supposed to be "quick" and cover more material in less detail than a normal tutorial. You might want to check out [[Bentgirder]] which covers less material but covers it in more detail I think.  I did actually update some stuff in the quickstart quite to address the fortress design stuff, but the game is so complex that there's no way to explain everything that might happen as you might be able to in SimCity. --[[User:Ral|Ral]] 22:41, 12 May 2011 (UTC)
 
:::::: Currently it is the most up-to-date. It's true that at some point I kind of start glossing over things a bit, but I was trying to keep it from getting too long and it's about 10 times longer than it was before I started working on it. (You would have found the original one totally worthless, most likely.) Part of the reason that it's not more detailed is that it's supposed to be "quick" and cover more material in less detail than a normal tutorial. You might want to check out [[Bentgirder]] which covers less material but covers it in more detail I think.  I did actually update some stuff in the quickstart quite to address the fortress design stuff, but the game is so complex that there's no way to explain everything that might happen as you might be able to in SimCity. --[[User:Ral|Ral]] 22:41, 12 May 2011 (UTC)
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== Military and stockpiles ==
 
== Military and stockpiles ==
  
I moved the military stuff to [[v0.31:Military quickstart]] to try to shorten the article a bit, and I simplified the stockpile stuff and moved the more advanced stockpile tweaking to its own subpage. I wish I could shorten the guide more but it seems very hard to do so because there's just a lot of stuff that you have to do to get a minimal fortress working. Though the guide isn't short it is relatively quick compared to trying to learn by trial and error using the rest of the docs on the wiki..... --[[User:Ral|Ral]] 19:37, 9 May 2011 (UTC)
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I moved the military stuff to [[DF2010:Military quickstart]] to try to shorten the article a bit, and I simplified the stockpile stuff and moved the more advanced stockpile tweaking to its own subpage. I wish I could shorten the guide more but it seems very hard to do so because there's just a lot of stuff that you have to do to get a minimal fortress working. Though the guide isn't short it is relatively quick compared to trying to learn by trial and error using the rest of the docs on the wiki..... --[[User:Ral|Ral]] 19:37, 9 May 2011 (UTC)
  
  

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