I've made it my mission to try and spread the joy of DF through my friends recently. Fortunately they already know I'm crazy so facing judgement about why I'm such a rabid DF fan has little consequence. Here's some of the common blocks I face to bringing people into the fold.
The ASCII graphics would have been by far the bigest stumbling block had it not been for pre-packaged sets like Mayday's. I don't even let my friends atempt to download DF, I just send them the pack like this. They get a little confused if they have to check the wiki or forum for question, but that level of confusion is much smaller.
The second biggest block is the interface, specificly 1) menu items aren't in any particular order, and 2) [/], {*}, [-], {+}, [PAGE_UP], [PAGE_DOWN], [*_ARROW] are used without any consistency.
I've had several people really complain about the job queueing as well. For example, if you have a messy stone hallway, and you tell your dwarves to "build a floor out of it", any stone queued up for being used to make a floor can't get moved out of the way to build a floor where the stone is, thus causing a flood of job cancellations. Also, that a dwarf will cart a stone for a week to try to make a door out of it, then get thirsty on the way and drop the stone to grab a beer, then grab a different stone from the ass end of the map to make a door out of it (only to take a nap before making it to the workshop), when all the while there is already a stone stockpile a few paces away from the workshop. Many many times jobs and materials should be selected by the workshop, not the dwarf. Dawrves stranding themselves on ledges and channeling themselves onto islands is simply infuriating as well. (On a personal note, "store owned item" should be a WAY WAY WAY higher priority task.)
One of my friends got extremely frustrated my the inability to train up specialized dwarves (like armorsmiths) and use the job manager as well. For example, if you try to use the manager to "make 20 iron shields", the jobs will be spread out evenly over all forges, even if some forges are reserved for specific dwarves, or others are intended as weapon shops, etc. Extreme micromanagement is the only way to achieve this goal. (I've tried explaining numerous workarounds, but all my explanations end up sounding over-engineered and convoluted. Yes, I'm a dwarf at heart.)
As far as the economy goes, once you've fended off a siege you're set for life because of all the GCS silk loincloths. GCS items should be extremely rare.
As far as fortress defense goes, there is a rather sudden tipping point between getting slaughtered without any level of understanding as to what went wrong and *snore*. Without mods, once there is a basic level of understanding about traps and militaries the threat level quickly changes from overwhelming to insignificant. Environmental threats need to have a better ramp-up in difficulty. The biggest suggestions I have for improvements:
- Small scale visible attacks early on, less dangerous than a full-scale siege. "Scouting parties" or "Raiding parties" for example.
- Full sieges should be able to bypass, albeit slowly, constructed fortifications. Tunneling units have been considered. Another option could be specialized trap-disarming units. Invaders should be able to remove construction (since this is time consuming, it would give the player plenty of time to mount an appropriate response). Catapults should destroy constructions, and siegers should bring them.
I know DF is a sandbox game at heart, but without the external threats it's really just a management of booze, food, and booze.
There really should be a screen (linked to a noble maybe) just listing the happiness of the dwarves and the fortress as a whole. It would be nice to have some indicator of how close you're running to the emo-implosion fortress death. also, the more well-developed a fortress is, the more 'needy' dwarves should be. For example a dwarf should be ecstatic just to have a bed (any bed) and any table to eat at the first year or so, but once you have a Mountainhome he/she should really be expecting grand architecture and amenities to feel like things are in order.
I would also like to see some arbitrary ranking of difficulty for starting terrain, based on availability of raw materials, fresh water, magma, flux, hostile neighbors, farmable soil, etc. An early player won't have the understanding of why some starting locations are easier than others. Also, a search based on this arbitrary difficulty might be handy. Bragging rights on forums might be handy too.