Scenario Review: Liberty 5 - Hide and Seek

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Scenario Review: Liberty 5 - Hide and Seek

Post by Content Feedback » March 10th, 2008, 11:54 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
(2) How difficult did you find the scenario? (1-10)
(3) How clear did you find the scenario objectives?
(4) How clear and interesting did you find the dialog and storyline of the scenario?
(5) What were your major challenges in meeting the objectives of the scenario?
(6) How fun do you think the scenario is? (1-10)
(7) What, if any, are changes you would have made to the scenario to make it more fun?
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
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earthboy
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Re: Scenario Review: Liberty 5 - Hide and Seek

Post by earthboy » March 11th, 2008, 4:56 am

(1) What difficulty levels have you played the scenario on? easy
(2) How difficult did you find the scenario? 5
(3) How clear did you find the scenario objectives? clear enough (because I peek the WML code ^_^V)
(4) How clear and interesting did you find the dialog and storyline of the scenario? quite good
(5) What were your major challenges in meeting the objectives of the scenario? I have no idea, I had no challenges.
(6) How fun do you think the scenario is? 7
(7) What, if any, are changes you would have made to the scenario to make it more fun? placing some weak units in they way.
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario? No, there's not
(9) If you know a bit of the Wesnoth Markup Language - do you think that the WML of this scenario is clear and well commented? If not which part would you like to be documented better? (I think it's clear enough. I want to copy the WML and add it into my own scenario.)

Jozrael
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Re: Scenario Review: Liberty 5 - Hide and Seek

Post by Jozrael » May 1st, 2008, 2:51 pm

Hard
1
Clear
None
4 (its fun, just not really a scenario).
I agree with adding in some enemies that you can't avoid, you gotta pick a fight or two.

Sort of bland. Running thru enemies is fine, but SOMETHING has to happen to make it exciting <.<

dsa
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Re: Scenario Review: Liberty 5 - Hide and Seek

Post by dsa » September 2nd, 2008, 2:39 pm

(1) Hard
(2) 4
(3) Clear
(4) Clear and interesting
(5) Finding the right path.
(6) 3, simply sneaking through the enemy territority is a bit boring, although the idea is actually good.
(7) Maybe some special events should occur. Some fighting would also be nice.
Besides, I don't know, if it's possible, but the percentage of money you can take to the next scenario should be changed to 100%. Because you neither have the chance to get money nor do you get a bonus for an early finish, but nevertheless you lose 20% of your money at the end of the scenario.
(8) Yes. I had to reload several times, when I was a bit incautious and moved into the attack range of an enemy.

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Akkarin345
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Re: Scenario Review: Liberty 5 - Hide and Seek

Post by Akkarin345 » September 2nd, 2008, 9:37 pm

dsa wrote:3, simply sneaking through the enemy territority is a bit boring, although the idea is actually good.
Problem is though when you write a campaign it is hard to not just make all of the scenarios kill x y and z and move to this point by this turn or resist x turns. These are the most commonly used so you see them a lot. When someone creates a new type of level i thought it was a nice change.

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Turuk
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Re: Scenario Review: Liberty 5 - Hide and Seek

Post by Turuk » December 12th, 2008, 3:27 am

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Hard 1.4.6

(2) How difficult did you find the scenario? (1-10)
7. Not truly difficult, but given that my varied placement of the guards meant there was no way for my Bandit to sneak through (their sight had a one hex gap for longer than he could move), it was a challenge to avoid the guards after they were chasing me.

(3) How clear did you find the scenario objectives?
Crystal.

(4) How clear and interesting did you find the dialog and storyline of the scenario?
The setup is nice, and it was one of the few scenarios in which I thought fog was tastefully used (compared to all campaigns in general). I also enjoy the secretive nature of how the village people turned outlaws meet with the true thieves and outcasts.

(5) What were your major challenges in meeting the objectives of the scenario?
None really, except running from the guards.

(6) How fun do you think the scenario is? (1-10)
7. No fighting, but contrary to the others, I think it is nice to have a change of pace. It requires you to think and focus a great deal more on unit range, and just focuses on developing the story.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
Enjoy it as it is now.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
(9) If you know a bit of the Wesnoth Markup Language - do you think that the WML of this scenario is clear and well commented? If not which part would you like to be documented better?
I think the detail on creating the varied locations for the guard units is well laid-out.
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EZE
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Re: Scenario Review: Liberty 5 - Hide and Seek

Post by EZE » March 22nd, 2009, 10:48 pm

(1) Difficulty Normal v1.4.7
(2) Difficult Rating: 6/10
(3) Objective Clarity: reach the signpost is very clear
(4a) Dialog: Well written, some chit-chat every few turns would have been welcome but it may bother some players
(4b) Storyline: It fit well enough
(5) Major challenges: Figuring out exactly how the fog related to enemy movement.
(6) Fun Rating: 4/10 I had to reload 6 times
(7) Scenario Changes: Remind players that enemies see 1 hex more than they can move
(8) Restart Event: Being spotted
(9) WML Readability: Did not inspect the coding

Thank you

bofto
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Re: Scenario Review: Liberty 5 - Hide and Seek

Post by bofto » May 27th, 2009, 6:41 pm

1) What difficulty level and version of Wesnoth have you played the scenario on?
Medium
(2) How difficult did you find the scenario? (1-10)
8
(3) How clear did you find the scenario objectives?
Clear
(4) How clear and interesting did you find the dialog and storyline of the scenario?
Not very, but that's because the scenario is so annoying.
(5) What were your major challenges in meeting the objectives of the scenario?
Non-battle scenario, not entirely evident "see distance" for the enemy.
(6) How fun do you think the scenario is? (1-10)
2
(7) What, if any, are changes you would have made to the scenario to make it more fun?
It's a neat, but rather tiring scenario. It would be cool with just one guy, the footpad. It takes away from beating up on things with footpads and poachers. And that's always bad.

superbeast
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Re: Scenario Review: Liberty 5 - Hide and Seek

Post by superbeast » July 22nd, 2009, 10:43 am

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Medium difficulty in 1.7.0

(2) How difficult did you find the scenario? (1-10)
Haven't finished it yet, but 8 at this point

(3) How clear did you find the scenario objectives?
clear

(4) How clear and interesting did you find the dialog and storyline of the scenario?
fair

(5) What were your major challenges in meeting the objectives of the scenario?
staying alive

(6) How fun do you think the scenario is? (1-10)
a very annoying 1, have reload\restart about 6 times and I'm tired of it.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
a. give players horses to increase movement; and\or b. make the villages a hiding place where they can't be seen so they can heal a bit

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
death. I can make it a little over half way down the map but my health is too low to recover before I get swarmed.

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tr0ll
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Re: Scenario Review: Liberty 5 - Hide and Seek

Post by tr0ll » August 22nd, 2009, 4:06 am

(1) What difficulty level and version of Wesnoth have you played the scenario on?
medium, 1.7.3

(2) How difficult did you find the scenario? (1-10)
9, i can see it is possible as i got about 70% down the map but reloads are not "legit" if i want to stay in the story, so i will try the walkthrough hints on next attempt.

(3) How clear did you find the scenario objectives?
10

(4) How clear and interesting did you find the dialog and storyline of the scenario?
7. initial meeting is good, nothing but doom after that.

(5) What were your major challenges in meeting the objectives of the scenario?
- unable to see a pattern to the patrols, or the AI seems to be cheating after a reload (bug?) because they always came straight for me despite being out of visible range.

(6) How fun do you think the scenario is? (1-10)
8 if you like hard puzzles with reloads, 2 if you don't.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
- add intermediate goals such as trailblazing signposts made by local allies (readable only by player of course) or friendly villages where further intelligence on the patrols can be gotten.
- currently when a sentry engages in combat it seems the entire map knows about it. it should be possible to ambush sentries and (if none get away or no one else can see the fight) thereby have a bit of time to move through their patrol route, before they are noticed as missing.
- essentially, rebalance so that it is about 70% possible to get through this scenario (maybe with injuries) without reloading.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
- boxed in
- imminent death about 70% down the map

DoctorJ
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Re: Scenario Review: Liberty 5 - Hide and Seek

Post by DoctorJ » September 18th, 2009, 9:58 am

(1) Peasant, 1.6.4
(2) 8
(3) 4: I in initially found it somewhat difficult translating the onscreen dialog into what i really needed to do.
(4) 4: see above
(5) understanding that the enemies could see farther than they could move
(6) It's fun enough, if the RNG gives you good enemy placement, see below.
(7) Constrain enemy placement a little more so that there would always be one path to follow without being spotted, see below.
(8) I started this campaign on three different machines, and gave up on two of them because there was literally no way to get to the south end of map without being seen.

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tr0ll
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Re: Scenario Review: Liberty 5 - Hide and Seek

Post by tr0ll » October 25th, 2009, 3:47 am

ok the sentries are stationary again in 1.7.6

Lyrax
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Re: Scenario Review: Liberty 5 - Hide and Seek

Post by Lyrax » October 28th, 2009, 5:15 pm

(1) What difficulty level and version of Wesnoth have you played the scenario on?
Medium.

(2) How difficult did you find the scenario? (1-10)
4. This scenario wasn't very hard for me, and I only had to fight one enemy.

(3) How clear did you find the scenario objectives?
Very clear. The scenario is simple and not difficult to understand in the least.

(4) How clear and interesting did you find the dialog and storyline of the scenario?
Loved it. The interactions between your two characters are really good: they sound real and give you a good feel for their relationship.

(5) What were your major challenges in meeting the objectives of the scenario?
None, really. There were a few spots that were difficult to navigate, but I didn't run into any that were impossible.

(6) How fun do you think the scenario is? (1-10)
8. It was really nice to have a change from the usual "build up an army and crush the opposition" kind of scenarios.

(7) What, if any, are changes you would have made to the scenario to make it more fun?
I don't think I'd make any significant changes. Perhaps have one or two guards ambush you at the end, and you have to kill them in order to keep them from reporting your presence? That might be very annoying to some people, though.

(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
No. It was smooth sailing.

(9) If you know a bit of the Wesnoth Markup Language - do you think that the WML of this scenario is clear and well commented? If not which part would you like to be documented better?
I did not read the WML for this scenario.

wilful
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Re: Scenario Review: Liberty 5 - Hide and Seek

Post by wilful » January 24th, 2010, 2:21 am

Mythological wrote:(1) What difficulty level and version of Wesnoth have you played the scenario on?
(2) How difficult did you find the scenario? (1-10)
(3) How clear did you find the scenario objectives?
(4) How clear and interesting did you find the dialog and storyline of the scenario?
(5) What were your major challenges in meeting the objectives of the scenario?
(6) How fun do you think the scenario is? (1-10)
(7) What, if any, are changes you would have made to the scenario to make it more fun?
(8) Was there any event that caused you to lose the game and forced you to reload or restart the scenario?
(9) If you know a bit of the Wesnoth Markup Language - do you think that the WML of this scenario is clear and well commented? If not which part would you like to be documented better?
1. version 1.6.5, medium difficultly
2. so far, very difficult, I can't find the path!
3. perfectly clear
4. quite good.
5. Finding the path - still haven't managed it!
6. six or seven, it's a good different challenge
7. no, it's OK
8. lots of running in to guard
9. N/A

There is no indication in the manual what the sighing ranges are (well I couldn't find it). And even when you do know it, I'm still finding it very tricky to make it past the guard.

Jozrael
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Re: Scenario Review: Liberty 5 - Hide and Seek

Post by Jozrael » January 24th, 2010, 4:28 am

Press CTRL-B to see their sight ranges. Units can see one hex past their movement range.

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