View topic - Unlocks and experienced players



All times are UTC + 1 hour


Post new topic Reply to topic  [ 135 posts ]  Go to page Previous  1 ... 3, 4, 5, 6, 7
Author Message
PostPosted: 31 Dec 2011, 21:10 
Server Owner & Developer
User avatar

Joined: 19 May 2006, 18:13
Location: Brno, Czech rep., EU, Terra, Sol, Orion arm, Milky way, Virgo supercluster
And you know that how? By investigating sample size 1?


Top
 Offline Profile  
 
PostPosted: 01 Jan 2012, 16:49 
Moderator
User avatar

Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
Prominence wrote:
Google_Frog wrote:
Players experienced at what?

Experienced and skilled at BA and other players who are good with RTS in general. Unlocks and communism don't appeal to those players.
when pr0gam0ring type this:
!setoptions unlocks=0


Top
 Offline Profile  
 
PostPosted: 05 Jan 2012, 13:18 
Map Creator
User avatar

Joined: 10 Mar 2006, 10:24
Location: waiting in line for The Expendables 2
Prominence wrote:
First and foremost, the game should always try to reach broad audiences instead of just newbs. At this time, ZK's unlocks is one of those things that doesn't appeal to experienced players.


most of the 'experienced BA players' who reject ZK out of hand for unlocks, overdrive etc are those who dislike change of any shape or form anyway (you know, the ones who have played BA, DSD, 8V8 exclusively for the last 3 years). There is no point bending over backwards to reach that audience when there are new players coming into spring all the time.


Top
 Offline Profile  
 
PostPosted: 05 Jan 2012, 18:02 
User avatar

Joined: 23 Oct 2004, 00:43
Idunno, most of the old-guard RTS fans I talk to love the idea of the flat balanced tierless tree, love the idea of the eco system, but are uneasy about the unlocks and absolutely squicked by the idea of the comm upgrades.


Top
 Offline Profile  
 
PostPosted: 05 Jan 2012, 18:23 
Map Creator
User avatar

Joined: 10 Mar 2006, 10:24
Location: waiting in line for The Expendables 2
except, if you play the game for more than about 3 hours you have unlocked everything important. crying on this account is ignorance.

com upgrades are mostly just for fun (they are not cost effective in a serious game) so crying about this is likewise pretty puzzling..


Top
 Offline Profile  
 
PostPosted: 06 Jan 2012, 03:59 
Zero-K Developer
User avatar

Joined: 14 Mar 2007, 03:44
Location: Fillydelphia
I suspect the issue is "comm upgrades" imply some people have intrinsically better comms than other people (lol i win because i higher level), when this is not the case - you have to spend ingame resources to get these better comms, just like units.


Top
 Offline Profile  
 
PostPosted: 06 Jan 2012, 08:50 
Moderator

Joined: 12 Oct 2007, 08:24
It sounds bad but I agree with the people Pxtl talked to and I got to 'balance' a lot of it. So if they looked into it they would discover that it is not that bad. Unfortunately this does nothing for the first impression.


Top
 Offline Profile  
 
PostPosted: 06 Jan 2012, 16:46 
Moderator
User avatar

Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
Quote:
Unfortunately this does nothing for the first impression.
The first impression is that unlocks clash with the "every unit is essential."


Top
 Offline Profile  
 
PostPosted: 06 Jan 2012, 16:59 

Joined: 17 Sep 2008, 03:36
Location: your imagination
Whoever said "every unit is essential" got the language slightly wrong.

Every unit is useful, not essential.

You don't need to build everything in the game every game.


Top
 Offline Profile  
 
PostPosted: 06 Jan 2012, 17:18 
Map Creator
User avatar

Joined: 10 Mar 2006, 10:24
Location: waiting in line for The Expendables 2
Google_Frog wrote:
It sounds bad but I agree with the people Pxtl talked to and I got to 'balance' a lot of it. So if they looked into it they would discover that it is not that bad. Unfortunately this does nothing for the first impression.


yeah, in my first games I was all 'omg he has a level 4 com with 8000HP and I cant even customize my commander yet, this is BS'

..then I learnt about the metal cost of modules and upgrades


Top
 Offline Profile  
 
PostPosted: 06 Jan 2012, 18:46 
Content Developer
User avatar

Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
1v0ry_k1ng wrote:
yeah, in my first games I was all 'omg he has a level 4 com with 8000HP and I cant even customize my commander yet, this is BS'

..then I learnt about the metal cost of modules and upgrades

would be nice if new players had a way of being kept together so the first games are not against the players who are all geared up and ripped?


Top
 Offline Profile  
 
PostPosted: 08 Jan 2012, 18:56 
Map Creator
User avatar

Joined: 10 Mar 2006, 10:24
Location: waiting in line for The Expendables 2
you misunderstand me, what I'm saying is that the ability to morph commander is not any kind of advantage. Commander morphs are very overpriced, its the kind of thing you only do when you are already winning, for cheese or when leaking metal. Fighting players with more unlocked than you is no hardship. Fighting players better at the game than you ofc is, but thats hard to prevent because 99% ZK community all piles into the one big 8v8 game


Top
 Offline Profile  
 
PostPosted: 11 Jan 2012, 19:06 
User avatar

Joined: 23 Oct 2004, 00:43
It would still be nice if ZK started you out with a very limited inventory of Comm gear so you could do a *little* fiddling and upgrading instead of starting you out with *zero*.


Top
 Offline Profile  
 
PostPosted: 14 Jan 2012, 20:59 
Map Creator
User avatar

Joined: 10 Mar 2006, 10:24
Location: waiting in line for The Expendables 2
you get the choice of four bois :wink:


Top
 Offline Profile  
 
PostPosted: 14 Jan 2012, 23:26 
Zero-K Developer
User avatar

Joined: 10 Sep 2008, 02:11
Location: In search for TheTruth (TM)
knorke wrote:
Quote:
Unfortunately this does nothing for the first impression.
The first impression is that unlocks clash with the "every unit is essential."
Also, that tagline was written before unlocks were a thing.


Top
 Offline Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 135 posts ]  Go to page Previous  1 ... 3, 4, 5, 6, 7

All times are UTC + 1 hour


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group

Site layout created by Roflcopter et al.