RTFM?
Moderator: MOD_Command
RE: RTFM?
Another tool I use a lot and push players to use is forum search...
For example, you mentioned layers
tm.asp?m=4308404&mpage=1&key=layer�
tm.asp?m=4450307&mpage=1&key=layer�
While layers may be basic sub warfare stuff, they are hard to understand sometimes. These to recent threads are great examples of people asking questions and getting them answered. No angst, confusion, or beat downs. Legitimate questions got asked and answered.
For example, you mentioned layers
tm.asp?m=4308404&mpage=1&key=layer�
tm.asp?m=4450307&mpage=1&key=layer�
While layers may be basic sub warfare stuff, they are hard to understand sometimes. These to recent threads are great examples of people asking questions and getting them answered. No angst, confusion, or beat downs. Legitimate questions got asked and answered.
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- Joined: Fri Dec 27, 2013 1:53 am
RE: RTFM?
Ah, but it's usually a self-solving problem.
If a newbie asks things that are in the manual, then we, the community, can helpfully explain and even refer to the section/page. The devs don't have to get involved at all, so they can get on with designing the AMP. [;)]
I'm sure that most of those who ask things that may be in the manual aren't trying to be disrespectful - they may just come from a background where manuals are superfluous (as they are for many, many games out there!), and are finally encountering one where it's actually useful.
So, the trick is how to nudge/steer them into using the manual [Edit: and other resources] themselves. Hence my idea of walkthroughs, which are common for other games. Add in references, and before long they'll have the confidence and familiarisation to look stuff up for themselves. If a game is/isn't for someone, that's got to be their own decision.
Ultimately if you feel that someone doesn't deserve the effort of your response, then just don't bother. Save your efforts for those that do. Others will make their own judgments - just as askers are all different, so are responders.
If a newbie asks things that are in the manual, then we, the community, can helpfully explain and even refer to the section/page. The devs don't have to get involved at all, so they can get on with designing the AMP. [;)]
I'm sure that most of those who ask things that may be in the manual aren't trying to be disrespectful - they may just come from a background where manuals are superfluous (as they are for many, many games out there!), and are finally encountering one where it's actually useful.
So, the trick is how to nudge/steer them into using the manual [Edit: and other resources] themselves. Hence my idea of walkthroughs, which are common for other games. Add in references, and before long they'll have the confidence and familiarisation to look stuff up for themselves. If a game is/isn't for someone, that's got to be their own decision.
Ultimately if you feel that someone doesn't deserve the effort of your response, then just don't bother. Save your efforts for those that do. Others will make their own judgments - just as askers are all different, so are responders.
RE: RTFM?
And I do exactly that. Some I don't bother with. Some I help. Take a look at my posts. 90% of my posts are doing exactly what you are saying I should do. So I don't think you read the forum much. But there are a few that come in and cause a stir by asking questions about stuff they should be able to find. My goal, as those guys start sucking up resources, is to push them to actually use the resources they have available and I point them to it. Just like in the ini thread. I first explained what an ini file is. When the OP still didn't get it, I quoted the manual.
But there are people even posting today that you see hanging around, repeatedly asking questions they should be able to answer them selves quite simply. These are usually the same people declaring bugs or something needs to be fixed with no understanding of the game at all. As soon as they declare a bug, the devs get involved. Those are the guys that are a menace and no amount of docs and videos will thwart them. I attempt to push them towards getting some basic understanding of the game before dropping dozens of questions and bug reports on the forum.
There was a guy here last year was asking the most basic questions for months. I/we pushed him to look some of the stuff up and play the tutorials. He ended up being a menace and a time suck for everyone. There were half a dozen of so forum members who held his hand for months and yet he still didn't get the game or how to play it. He seems to have finally given up. Watched him go over to the HOI4 forum and come very close to derailing the entire launch because he never read the manual or played a tutorial. He was reporting non-existent bugs and the game broken before others took him to task. The guy is just a menace. We get less of them now, but they still pop up.
But there are people even posting today that you see hanging around, repeatedly asking questions they should be able to answer them selves quite simply. These are usually the same people declaring bugs or something needs to be fixed with no understanding of the game at all. As soon as they declare a bug, the devs get involved. Those are the guys that are a menace and no amount of docs and videos will thwart them. I attempt to push them towards getting some basic understanding of the game before dropping dozens of questions and bug reports on the forum.
There was a guy here last year was asking the most basic questions for months. I/we pushed him to look some of the stuff up and play the tutorials. He ended up being a menace and a time suck for everyone. There were half a dozen of so forum members who held his hand for months and yet he still didn't get the game or how to play it. He seems to have finally given up. Watched him go over to the HOI4 forum and come very close to derailing the entire launch because he never read the manual or played a tutorial. He was reporting non-existent bugs and the game broken before others took him to task. The guy is just a menace. We get less of them now, but they still pop up.
RE: RTFM?
And...I always say this...If people don't like my style in posting, let's see you jump in and offer help. Its typically the same cadre of people stepping up to help. Its gotten a little better recently, but still, offer up some help. If you're new, tell people what scenarios might help, etc.
When someone tells me they don't like how I offer help, first thing I do is look at how much help they offered. The more other people offer help, the less I feel a need.
When someone tells me they don't like how I offer help, first thing I do is look at how much help they offered. The more other people offer help, the less I feel a need.
RE: RTFM?
ORIGINAL: Puciek
As a new player, what are all those resources you are referring to? Manual doesn't even explain basics of sonar and submerged detection, not even single example of how layer affects things, besides merely few lines that "it's hard". .....
It does actually. Section 8.7 pp 132-3
"8.7. UNDERSTANDING DEPTH BANDS
AND THE THERMAL LAYER
What follows is a brief summary of how the different depth ranges (re ected on the depth-presets on the unit throttle/altitude window) are modeled in COMMAND, and the tactical implications of each."
It has reasonably detailed descriptions of each depth band and at least an idea of what kind of detection and stealth you could expect at each, followed by some discussion about Convergence Zones".
Are you saying this is inadequate and you want more? (just asking - it's ok if that's how you feel)
The Basic Training submarine and warship tutorials give a good starting basis for submarine and ASW ops, and two of Uncle Mark's Tutorials (the Boston and the Toledo ones) are also good sub missions. And now there are the Submarine tutorials. All of these are good sandbox tutorials that can be modified to try different things over and over.
Apologies if these are things you already know, have used and are still up in the air about. I point them out on the chance you (general you not anyone in particular), didn't realize.
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Dave A.
"When the Boogeyman goes to sleep he checks his closet for paratroopers"
Dave A.
"When the Boogeyman goes to sleep he checks his closet for paratroopers"
RE: RTFM?
Oh, and one thing to maybe help a lot of new players, because I can tell from the questions they DON'T do this.
1. Save the game.
2. Experiment - pull up the menus, try the attack, create the mission, SEE WHAT HAPPENS.
3. If it works, or you in the process learn how to make it work, drive on.
4. If it's totally FUBAR, then go back to your save, maybe try again, or then ask a question with - I looked it up, I tried this, it wasn't what I expected because of abc. I bet you'll get much friendlier responses.
I can tell with some of the questions I've answered that someone didn't even try pulling down some menus to look for a function or bring up the hotkey list, before asking.
Experiment - it's not a real war. No one will die
1. Save the game.
2. Experiment - pull up the menus, try the attack, create the mission, SEE WHAT HAPPENS.
3. If it works, or you in the process learn how to make it work, drive on.
4. If it's totally FUBAR, then go back to your save, maybe try again, or then ask a question with - I looked it up, I tried this, it wasn't what I expected because of abc. I bet you'll get much friendlier responses.
I can tell with some of the questions I've answered that someone didn't even try pulling down some menus to look for a function or bring up the hotkey list, before asking.
Experiment - it's not a real war. No one will die

----------------
Dave A.
"When the Boogeyman goes to sleep he checks his closet for paratroopers"
Dave A.
"When the Boogeyman goes to sleep he checks his closet for paratroopers"
RE: RTFM?
"It does actually. Section 8.7 pp 132-3"
Its funny, I haven't looked at that in probably three or four years. I had forgotten how much it explained about CZs and layers. Its not exhaustive, but is a great starting point to search either the forum or google.
So what we have is people complaining about the dearth of information...who seem to not have taken advantage of what's currently in there. Any manual is not going to teach all the details of modern naval warfare. But it is a starting point to understand some parts of the game. As in the other threads, I would not say you have to read the manual, but at least do a quick search.
The manual is out of date for a lot of the new big features. But it still has the basics of the game. Again, whats the point of updating the the manual with exhaustive detail if people aren't even using the current one?
Its funny, I haven't looked at that in probably three or four years. I had forgotten how much it explained about CZs and layers. Its not exhaustive, but is a great starting point to search either the forum or google.
So what we have is people complaining about the dearth of information...who seem to not have taken advantage of what's currently in there. Any manual is not going to teach all the details of modern naval warfare. But it is a starting point to understand some parts of the game. As in the other threads, I would not say you have to read the manual, but at least do a quick search.
The manual is out of date for a lot of the new big features. But it still has the basics of the game. Again, whats the point of updating the the manual with exhaustive detail if people aren't even using the current one?
RE: RTFM?
It's nowhere near enough for someone who doesn't even know what thermal layer is. That is the difference in perspective between someone who has been deep into cmano and modern warfare and someone new to this. Like I will talk to my friend, who is relatively military savvy and served for two years, and when I try to explain the layer, sonars, it turned into about 5-6 paragraphs of conversation just to cover the big picture. And then it helps to have some sort of feedback on how sonars work, the recent addition of detection history is a start, but still, most of the submerged mechanics are hidden behind mystical mist until there is a depth charge exploding 300ft from you. So unless you know about recorder, and how to use it in edit mode to change sides, you have no feedback on how to even improve, just that you exploded. And often those are unknowns you didn't even know existed, as even finding the meaning of abbreviations used in the encyclopedia can be a quest on its own. I still didn't find a page that explains what FFG is and all the other ship classifications. And yet we have to rely on this, as players, to figure out what ship is it, and what is its role in looking at the database.ORIGINAL: ultradave
ORIGINAL: Puciek
As a new player, what are all those resources you are referring to? Manual doesn't even explain basics of sonar and submerged detection, not even single example of how layer affects things, besides merely few lines that "it's hard". .....
It does actually. Section 8.7 pp 132-3
"8.7. UNDERSTANDING DEPTH BANDS
AND THE THERMAL LAYER
What follows is a brief summary of how the different depth ranges (re ected on the depth-presets on the unit throttle/altitude window) are modeled in COMMAND, and the tactical implications of each."
It has reasonably detailed descriptions of each depth band and at least an idea of what kind of detection and stealth you could expect at each, followed by some discussion about Convergence Zones".
Are you saying this is inadequate and you want more? (just asking - it's ok if that's how you feel)
The Basic Training submarine and warship tutorials give a good starting basis for submarine and ASW ops, and two of Uncle Mark's Tutorials (the Boston and the Toledo ones) are also good sub missions. And now there are the Submarine tutorials. All of these are good sandbox tutorials that can be modified to try different things over and over.
Apologies if these are things you already know, have used and are still up in the air about. I point them out on the chance you (general you not anyone in particular), didn't realize.
This isn't meant to criticize, but doing my best to provide the "newbie" point of view.
I am a big fan of the new tutorials, they really made it clear, and have a nice balance of handholding and freedom to learn and make mistakes. They could use more referencing to external reading about sonars, layers, sound profiles etc, but really a great step in the right direction to make the game more accessible.
On another note it's easy to just throw someone off deep end and then say "well, the game is not for you", but honestly that way it misses on a lot of players that simply needs a bit of help getting in, but then can get hooked up and research once they know the basics.
RE: RTFM?
Its nowhere near enough for someone who can't do a basic search or use google. And, again, that is my point. The manual is only a start. There can't be a tutorial for every point that someone might not know. Again, a little self help goes an awfully long way.
So we have now shown a three page manual section explaining layers and CZs, at least two threads where more detail is given. What else is needed. The game is not here to teach all the basics of naval warfare before you start. Its here to let you experience naval warfare to learn. What I actually did for understanding sub warfare was to read the manual, try a couple tutorials, read a book on Cold War sub warfare, and then google the heck out of sonar performance, layers, and CZs.
I didn't come in and complain about the lack of documentation. I fired up the editor and tried a couple simple scenarios with God's Eye view on to see what happens. That is the learning part.
I am assuming since you went through the New Player section, you saw this...
https://www.youtube.com/watch?v=RNQmDfRMWEM
Baloogan's tutorial videos have decent explanation of layers. Those videos are recommended in the new player section.
So we have now shown a three page manual section explaining layers and CZs, at least two threads where more detail is given. What else is needed. The game is not here to teach all the basics of naval warfare before you start. Its here to let you experience naval warfare to learn. What I actually did for understanding sub warfare was to read the manual, try a couple tutorials, read a book on Cold War sub warfare, and then google the heck out of sonar performance, layers, and CZs.
I didn't come in and complain about the lack of documentation. I fired up the editor and tried a couple simple scenarios with God's Eye view on to see what happens. That is the learning part.
I am assuming since you went through the New Player section, you saw this...
https://www.youtube.com/watch?v=RNQmDfRMWEM
Baloogan's tutorial videos have decent explanation of layers. Those videos are recommended in the new player section.
RE: RTFM?
I just went through the manual again on layers and depth. I am not sure what is missing here that anyone would need to play a simple sub scenario. Combine that with Baloogan's videos, I would think you are pretty set on playing the simpler tutorials and scenarios.
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- Joined: Thu Nov 19, 2015 9:48 pm
RE: RTFM?
ORIGINAL: nukkxx
I agree that tutorials with very detailed explanations like the recent submarine tutorials are a great way to learn.
A big fat manual (or rather a strategy guide) with plenty of examples, explanations, tactics wouldn't be bad neither...
But I would definitely rank tutorials as #1 as long as they are of the quality of the last submarine ones.
I second this - tutorials of the sub series kind are the most effective way for me to learn.
RE: RTFM?
Take a look in the War Room section...
tt.asp?forumid=1282
Look at the posts this guy (the guy posting through most of the first page) is putting up. It becomes pretty obvious he started out making little effort to prep for anything he is trying to do. A few people have stepped in here and there to help him. Do you think if the devs put a couple months worth of work into a big thick manual and a bunch of tutorials, its going to help him? In the end, he just wants people to build stuff for him. There are videos out there that walk you through doing exactly some of the stuff he is looking for.
Because its that kind of guy I am talking about. Will that person be helped at all by doing all of that work. Or is he going to come in asking exactly the same questions and doing just as much work to help himself?
Let's look at the layer example again...
1) Three to four page section on how they are implemented in the game
2) A video that covers a good portion of the topic. You can follow along in your own scenario.
3) Several threads on details of layers and their implementation in the game found through a simple forum search on "layer"
There is a new player section that highlights the video channel. So if a player sees the new player section, wouldn't common sense dictate maybe taking a look through the chaneel
I have no issue with someone coming in and asking how layers work. They can easily be pointed to that info. But if they come back and say that's not enough, I am not sure any amount of documentation less than working with them 1:1 over skype is going to help.
Again, the information can be consolidated and organized. But as a couple threads I have been involved in for the last couple days shows, you can point right at something and some players just aren't going to go beyond a certain point to help themselves.
tt.asp?forumid=1282
Look at the posts this guy (the guy posting through most of the first page) is putting up. It becomes pretty obvious he started out making little effort to prep for anything he is trying to do. A few people have stepped in here and there to help him. Do you think if the devs put a couple months worth of work into a big thick manual and a bunch of tutorials, its going to help him? In the end, he just wants people to build stuff for him. There are videos out there that walk you through doing exactly some of the stuff he is looking for.
Because its that kind of guy I am talking about. Will that person be helped at all by doing all of that work. Or is he going to come in asking exactly the same questions and doing just as much work to help himself?
Let's look at the layer example again...
1) Three to four page section on how they are implemented in the game
2) A video that covers a good portion of the topic. You can follow along in your own scenario.
3) Several threads on details of layers and their implementation in the game found through a simple forum search on "layer"
There is a new player section that highlights the video channel. So if a player sees the new player section, wouldn't common sense dictate maybe taking a look through the chaneel
I have no issue with someone coming in and asking how layers work. They can easily be pointed to that info. But if they come back and say that's not enough, I am not sure any amount of documentation less than working with them 1:1 over skype is going to help.
Again, the information can be consolidated and organized. But as a couple threads I have been involved in for the last couple days shows, you can point right at something and some players just aren't going to go beyond a certain point to help themselves.
RE: RTFM?
Kevin,
In theory, I sort of agree with you that the manual does have some valuable data that could be obtained if read and applied. Obviously, many (including me) don't study it to the degree that we have it memorized. And, as others have pointed out, the tutorials are apparently much easier to comprehend. Let's face it, fighting a war under the sea is much different than fighting one on it, or over it. In fact, the concept of a "layer" is something that most people don't even know about, nor are they really even familiar with what it does, or what effect it has on various platforms.
My question to you, however, is why do you feel compelled to answer questions that you deem "unworthy" of the devs time? If the devs don't want to respond, then they just don't. Not too many people ask questions and expect the devs to respond. They are asking questions in hopes that other "commoners" can relate to, and thus will share any of their own experiences with. But, for some reason, you seem like a Templar Knight, protecting the "Holy Grail" from the unholy. In my opinion, these guys are just asking mere questions. If you don't personally like the question, just ignore it and move on to the next message. You are not obligated at all to respond to anything. In fact, given some of the responses that you have rendered, you have either worked yourself into a frenzy, or your remarks may have alienated some CMANO customers who, like you and I, have paid their money to play this game. They are merely asking to simply exchanging ideas with other game players. A forum, any forum, after all, is set up to be just that...a place to exchange ideas.
I do hope that in the feature you just merely let the questions that you deem "stupid" along with the comments from the posters who are also "without merit" just go without you feeling personally compelled to respond. It will lower your blood pressure, and be better for your overall health.
It's just a suggestion.
Have a nice evening.
Doug
In theory, I sort of agree with you that the manual does have some valuable data that could be obtained if read and applied. Obviously, many (including me) don't study it to the degree that we have it memorized. And, as others have pointed out, the tutorials are apparently much easier to comprehend. Let's face it, fighting a war under the sea is much different than fighting one on it, or over it. In fact, the concept of a "layer" is something that most people don't even know about, nor are they really even familiar with what it does, or what effect it has on various platforms.
My question to you, however, is why do you feel compelled to answer questions that you deem "unworthy" of the devs time? If the devs don't want to respond, then they just don't. Not too many people ask questions and expect the devs to respond. They are asking questions in hopes that other "commoners" can relate to, and thus will share any of their own experiences with. But, for some reason, you seem like a Templar Knight, protecting the "Holy Grail" from the unholy. In my opinion, these guys are just asking mere questions. If you don't personally like the question, just ignore it and move on to the next message. You are not obligated at all to respond to anything. In fact, given some of the responses that you have rendered, you have either worked yourself into a frenzy, or your remarks may have alienated some CMANO customers who, like you and I, have paid their money to play this game. They are merely asking to simply exchanging ideas with other game players. A forum, any forum, after all, is set up to be just that...a place to exchange ideas.
I do hope that in the feature you just merely let the questions that you deem "stupid" along with the comments from the posters who are also "without merit" just go without you feeling personally compelled to respond. It will lower your blood pressure, and be better for your overall health.
It's just a suggestion.
Have a nice evening.
Doug
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- Posts: 651
- Joined: Fri Dec 27, 2013 1:53 am
RE: RTFM?
Nevertheless the OP is asking about solutions, so better we concentrate on that.
For those who are happy to wade through thick leather-bound tomes (I have fond memories of the Falcon 4 and Dangerous Waters manuals!), no more is needed.
But for others, it may seem utterly daunting to get to grips with a) the mechanics of the game and b) the wisdom of where/when to use them.
Probably small bite-sized tutorials steps will be a useful approach, to build up an initial layer of understanding. Importantly, these should enable & encourage the player to use the available references, including both the database and public-domain resources like Wikipedia. These steps can be tried and understood one at a time, without having to deal with a wall of information. They should also refer to the explanations in the manual, so the player becomes familiar with it.
After enough such steps, the level of understanding will be at a much better level and the player should be more autonomous in taking their learning further.
We all have to start from somewhere, and a bit of early hand-holding will be useful for some.
For those who are happy to wade through thick leather-bound tomes (I have fond memories of the Falcon 4 and Dangerous Waters manuals!), no more is needed.
But for others, it may seem utterly daunting to get to grips with a) the mechanics of the game and b) the wisdom of where/when to use them.
Probably small bite-sized tutorials steps will be a useful approach, to build up an initial layer of understanding. Importantly, these should enable & encourage the player to use the available references, including both the database and public-domain resources like Wikipedia. These steps can be tried and understood one at a time, without having to deal with a wall of information. They should also refer to the explanations in the manual, so the player becomes familiar with it.
After enough such steps, the level of understanding will be at a much better level and the player should be more autonomous in taking their learning further.
We all have to start from somewhere, and a bit of early hand-holding will be useful for some.
RE: RTFM?
You are mistaken that I consider them unworthy. Any question is not a bad question. Any new player should get help and get questions answered. Its players that continue to come back with the same basic questions or ignore the advice they are given, that I push back on. Again, its people that won't help themselves even a little.
This started with a couple idiots coming in and really sucking up the devs' time with very basic questions and complaints. Saying the the game was broken and needed to be fixed...and all because they wouldn't make any effort to learn the game. The devs and the community have gone to great lengths to document the basics, create video tutorials, build scenario tutorials, and answer questions. This thread in particular shows that some people think a big project to develop tutorials and a big manual will solve the problem. My point is that it will help the same people who are willing to do some work to learn the game. It won't help the same cadre of people that aren't willing to work a little to play the game.
These devs went through hell getting this game launched. I watched the development of the game and a number of people try to drag them down out of shear meanness. That carried over into the forums. I have refused to let people come in and devolve the forum again. I have stepped back a couple times and watched over a few months the forum get dominated by people who have no interest in learning the game. It ends up falling on the devs to sort it out. My reason for continuing to hammer at this is to keep the devs out of it as much as possible. Just look at the War Room section. While that guy is nowhere near as bad as others that have passed through, he is the kind of guy that sucks up the help people are willing to give. Note that a lot of his questions go unanswered. A sure sign of growing frustration with him.
I will help anyone I can. But there is one particular person on the main forum who drops a couple questions a day around things he could easily figure out and find himself. I have stayed out of it just to see what happens. I have noted that the usual crew of helpers is starting to get frustrated. It is incredibly predictable. You either let it fester and drag on or confront it right away.
FInally, it absolutely doesn't raise my blood pressure. I debate with people all day long as part of my job. Its easy for me. This shit is easy. I speak bluntly and have learned through years of experience that speaking bluntly and upfront to get to things quickly over letting things fester. I don't do it to be liked. I do it to help the devs and people who are willing to put some effort into learning the game.
As I kind of said earlier, if people don't like my posting style, feel free to step in and help. I also don't really care what people think, to be frank. If the devs want me to stop, I will.
This started with a couple idiots coming in and really sucking up the devs' time with very basic questions and complaints. Saying the the game was broken and needed to be fixed...and all because they wouldn't make any effort to learn the game. The devs and the community have gone to great lengths to document the basics, create video tutorials, build scenario tutorials, and answer questions. This thread in particular shows that some people think a big project to develop tutorials and a big manual will solve the problem. My point is that it will help the same people who are willing to do some work to learn the game. It won't help the same cadre of people that aren't willing to work a little to play the game.
These devs went through hell getting this game launched. I watched the development of the game and a number of people try to drag them down out of shear meanness. That carried over into the forums. I have refused to let people come in and devolve the forum again. I have stepped back a couple times and watched over a few months the forum get dominated by people who have no interest in learning the game. It ends up falling on the devs to sort it out. My reason for continuing to hammer at this is to keep the devs out of it as much as possible. Just look at the War Room section. While that guy is nowhere near as bad as others that have passed through, he is the kind of guy that sucks up the help people are willing to give. Note that a lot of his questions go unanswered. A sure sign of growing frustration with him.
I will help anyone I can. But there is one particular person on the main forum who drops a couple questions a day around things he could easily figure out and find himself. I have stayed out of it just to see what happens. I have noted that the usual crew of helpers is starting to get frustrated. It is incredibly predictable. You either let it fester and drag on or confront it right away.
FInally, it absolutely doesn't raise my blood pressure. I debate with people all day long as part of my job. Its easy for me. This shit is easy. I speak bluntly and have learned through years of experience that speaking bluntly and upfront to get to things quickly over letting things fester. I don't do it to be liked. I do it to help the devs and people who are willing to put some effort into learning the game.
As I kind of said earlier, if people don't like my posting style, feel free to step in and help. I also don't really care what people think, to be frank. If the devs want me to stop, I will.
- nukkxx5058
- Posts: 3141
- Joined: Thu Feb 03, 2005 2:57 pm
- Location: France
RE: RTFM?
I think that above all an internet forum should remain a convivial place where people ask and exchange views with pleasure. Not a place of endless arguing. Newbie shaming makes it difficult and I'm sure many people could be afraid to ask or would simply move or even worse, could stop playing. I don't think this is good for the game and the CMANO community. We want the community to develop and the game so sell as many copies as possible to happy players. This is the guaranty of a bright future for CMANO. This can't be achieved without a friendly forum. No one is obliged to answer questions, even not the devs. Especially when these are 'stupid'/newbie questions. Just let casual players answer. For example , to the question "how can I have images ?" even I can answer [:D] and it's my pleasure to answer when I can. Wood1 is much more qualified than I am so he should focus on sophisticated/complex questions(with a save, huh ! [:D]).
There are several ways to find the information on the internet. RTFM, google, or simply, ask in a forum. This is why god created forums. To allow rookies to quickly access information by asking grognards and without having to having to rtfm from cover to cover.
There are several ways to find the information on the internet. RTFM, google, or simply, ask in a forum. This is why god created forums. To allow rookies to quickly access information by asking grognards and without having to having to rtfm from cover to cover.
Winner of the first edition of the Command: Modern Operations COMPLEX PBEM Tournament (IKE) (April 2022) 

RE: RTFM?
As an old ASL player I would like a similar mammoth printed manual, but I understand that times are changed and nobody reads above 140 characters anymore [:D]
Just kidding.
I think that the tutorials are the best solution to learn the game; after them tackle a real scenario, bang you head against the wall a few times without crying for help the first time the AI bangs you on the head; last resource ask on the forum, explaining your problem with a savegame attached.
Regarding tutorials, I would really like to see Cargo e Amphibious operations explained in a series of tutorials.
Just kidding.
I think that the tutorials are the best solution to learn the game; after them tackle a real scenario, bang you head against the wall a few times without crying for help the first time the AI bangs you on the head; last resource ask on the forum, explaining your problem with a savegame attached.
Regarding tutorials, I would really like to see Cargo e Amphibious operations explained in a series of tutorials.
RE: RTFM?
ORIGINAL: Andrea G
Regarding tutorials, I would really like to see Cargo e Amphibious operations explained in a series of tutorials.
This I agree with. It's a new feature and I'm sure we're missing a lot of nuances about how to use it. I know I myself haven't even gotten into it so I'm no help at all in this case. Too busy lately with global destruction in Northern Inferno and submarine ops in Silent Service. I'll get to it eventually

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Dave A.
"When the Boogeyman goes to sleep he checks his closet for paratroopers"
Dave A.
"When the Boogeyman goes to sleep he checks his closet for paratroopers"
RE: RTFM?
Cargo mechanics give me a massive headache every time I try to get my head around it. Its probably the most complex part of Command right now for a player. It will just take some time sitting down with it when I finally feel the need.