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airlock tutorial you can not have a completed on i, however still do it, get to the last step. and just go to menu to move on to next tutorial..
ok - please check tutorial number 5
i am stuck again, because the click on the oxite-ore is not recognized.
I try now again with this tutorial
____
DK
https://steamcommunity.com/app/544550/discussions/2/3421063428078793703/
Just a side note - I feel like a "Force-Complete current tutorial objective" button/command could be handy for when people are stuck in the tutorial and/or it's literally broken.
Pro: Immediate fix to "tutorial doesn't register the action I did" and/or "I'm already holding that because I knew I would need it, so now I can't pick it up" etc etc
Con: Player can willfully/accidentally break tutorial.....which, I gather, breaks A LOT, so.....no perceptible negative change in any meaningful way?
Hey Rocket!
Thanks for taking the time to come out here and answer questions. A lot of us are really enamored with the game and its potential so apologies in advance if some of us are a little extreme in our enthusiasm. :)
The problems with the tutorial are more fundamental than a few bug fixes can address. Using real mission content for the tutorial is the logical long-term answer, but not for a game still in active development, and certainly not for a game that is still hardening a major refactor.
In very specific terms, the issue lies with the triggers used to advance the tutorial "mission." Using actual in-game mechanics as triggers puts every step in the tutorial at risk every time you make a new check-in.
Now you can certainly test the tutorial each time before you patch, and I'm sure you already do. But here's the problem: Given the nature of Stationeer, you would have to test a nearly infinite number of possible ways a player could intentionally or otherwise break the tutorial to prevent it from advancing.
This is a problem that exists in the regular game, too. But the entire game is designed to allow and encourage failure, often of a catastrophic nature. It's a huge part of the allure, and it's handled (mostly) gracefully with respawns or reloading a save.
You don't have that option with the tutorial, since it's a foundational part of the first-time user-experience or FTUE, where a player getting blocked becomes a major quitting point.
Better to create something simple on rails, with player activated triggers (ex: "Open the airlock to the next room when you are done practicing with the welding tool.") allows folks to continue through the tutorial at least.
-Lensar