I was just thinking about how many colonies I've started since early access began, and how some of the habits I've developed are just burned into muscle memory because I'm a "veteran". One thing I ALWAYS do immediately is enable hunting for my NCO. What I think some new players might do is click on an animal, select hunt, and wonder why nothing happens because they haven't first clicked that icon. Sure it's in the tutorial, but it feels a bit unintuitive. Maybe it makes sense for the game to keep it off at first to conserve ammo (when ammo matters) or make sure your NCO is free to defend, but I *think* the vast majority of new players will be attempting to hunt down those animals right away for some quick food. The instinct is to drag/select hunt animal and have it just work. And having to re-click hunting after assigning them to a barracks seems really unnecessary. What are some of the little things you think might confuse/irritate new players?
A couple off the top of my head: -As mentioned elsewhere, splitting resources between multiple constructions, ensuring both take twice as long, or don't complete, in the cases of both modules and workshops. -placing a module, but neglecting to queue it up for construction in the Carpentry
-Queuing every itty bitty task up so the assignment log has 49 tasks on it. I think this was the number one issue I had when first started thanks to my horded knowledge of playing similar games. -Not allowing a few general overseers and their teams for hauling, logging, burying the dead, etc. -Once assigned to a workshop, removing the limits an overseer has on forestry, hauling, mining, etc. tasks in their small assignment boxes. At least them them haul things about!
* Trying to centralise your stockpile chasing after some idea that you need a big 'storeroom', rather than having small localised ones positioned between workshops that only accept input and output good types for said workshops. * Trying to meet 'fluff' aspects of the colony such as churches, pubs and such because it's felt they're actually needed. When really they're something you can get away with completely ignoring and still have a happy, productive colony. Once you're comfortable with the game, then you can mess around with the fluff aspects. * Expecting things to balance and all approaches to be practical. They won't be, and really a few fundamental things are in a "Do this bypass, or you'll eventually have no choice but to be wiped out" state, for example invasions and the foreign office bypass. When such things happen, don't think you did anything wrong... it's just how the game is for now until certain areas get more fleshed out.
Ah yes, I still haven't posted about that one yet. I will do it at some point. Huh... huh... Ironically I tend to do this, though all my workshops are also very close together anyway.