Are people with thousands of hours in game expected to grind away (for 90 games!) and unlock units?
I'm going to go ahead an assume yes, and thusly ask if any consideration has been given to people who have played CA/ZK/ROBOT BATTLE SIMULATOR 9001 on and off for years, and wether some sort of "has >X total in-game time= gets all unlocks automagically" has been considered?
I'm fully aware that I could host my own battles and set mod options, but lets be realistic and accept that when I play ZK it will be joining a populated springie session for maybe 2 or 3 of every 30 or so of my games. The current unlock shenanigans basically completely neuters the motivation to do this. If I even did host my own it would be via SL relayhost and ergo gain me 0 xp anyway.
I guess TL;DR= Are you guys open to the idea of a grind concession to people who clearly do not need to be spoon-fed the unit set?
Well, there have been times that I wish I had Singularity Reactor.
Although in every PvP game I've played, I've come to thank myself for not buying it. Either I find and destroy the enemy's one (and a good chunk of infrastructure with it) or enemy bombers/raiders would have destroyed mine had I had one instead of many fusions lying around. (losing or 2 of which does not hurt nearly as much as losing a singularity)
As it is right now, I suspect the singularity is pretty useless for any PvP game on maps smaller than Supreme Battlefield or so. Hurts to play chicken without it though.
It's use is directly proportional to your ability to keep the enemy out of your base. Which is a factor largely dependant on if you're already winning or not. So... yeah. i forgot where i was going with this.
I believe his underwear got twisted when he spent about 15 minutes reading about the various units, then found out he had to actually play more than 1 game to experiment with all combinations he was thinking of.
Not hating. Just not playing a promising mod and telling you why.
There is no way that I am going to play a game in which my opponent has more options than me. I mean one thing is ARM vs CORE and I could have chosen at game start like my opponent did. But to have to grind? I'm anti-grind.
Also you might want to consider that Call of Duty is not an RTS. It is possible that you can come up with an RTS that has unlocks (besides yours) but then you won't have the ''successful game with unlocks'' argument.
I haven't played AA & BA for 6 years because unlocks kept me motivated. What kept me coming back was the gameplay experience.
Maybe something ZK devs should take a lesson from?
Exactly. When Gota says
Makes the game much more interesting whne you have something to play towards.
You should understand that what you play towards is improving your gameplay, dealing victoriously with situations in which you lost in the past, beating players that are better than you, but you just tried extra-hard... All that kind of stuff.
Some of us are adults and we don't need our goals chosen and numbered for us.
Joined: 17 Sep 2008, 03:36 Location: your imagination
Much of the intent was to ease the learning curve for newbs. While BA has 2 or 3 viable starting factories, ZK has like 10. So unlocks help prevent newbies from being overwhelmed from all the options. Also things that tend to often be newb-traps (super fusion, annihilator) and locked away so that they are forced to learn how to really play the game first.
And truth be told, you end up unlocking units really fast. Much more of your time will be spent unlocking modules to customise your commander.
Obviously, the biggest problems are that players with much different levels of unlocks will be playing together, and people with previous CA experience have no need for unlocks. The first problem will go away with a big enough community, there isn't really anything that can be done about the second.
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