While I agree with you emphatically that this game is very unlikely to be well balanced and competitive, it is not just "announcin' mah mod" in so far as 99% of those projects never saw the light of day. I fully expect this project to be completed, and for the demographic to primarily be the Minecraft set, not the competative RTS set. Reading the kickstarter, the focus seems primarily on singleplayer, with multiplayer being secondary.
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Yes, I did not mean to say the game sounds bad or incomplete. Just that the focus seems to be SP/minecrafty so don't expect a full competitive game from the start. With a good UI in the engine and modding it could get there.
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Yeah, I think this will be a built it and see what happens sort of project. Who would have thought minecraft would become what it did? There is huge potential, but perhaps not in a way that's obvious to the hard-core RTS set. ZK is a variation on a theme, but this could be a new genre altogether, once they figure out what the key gameplay dynamics.
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From the small Gameplay Update YouTube Video it looked more like a competitive gameplay type for me, but i agree without showing the AI or Multiplayer video, it still a little confusing, probably there will be both type of gameplay (i am sure Mods will make both types at least). It will be very mod friendly, the Dev is already making a Modding API, Total Conversion Mods will be possibly. In Comments page of KickStarter him even say that you can insert the Portal Gun from Valve in game with a mod. O.O Maybe i asking to much, but could someone post about it in Uber forum i think lot of PA players from there would be interested and do not even know about its existence! (if i create a acc just to post about it, them will think its a bot or something...)
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Or you could post about Zero-K, which is free and great and already finished and has a lot less money than this guy. There is nothing in that video that suggests this will be focused on being competitive in multiplayer, rather than being a sandboxy type world-exploration game.
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It is easy to make a game which looks like a competitive RTS at a glance. There are a lot of Spring games which have things such as base construction, expansion, factories, units. I have played a lot of them. It is easy to make a bunch of units and a tech structure, it is fairly hard to make an RTS which works as an RTS. I wouldn't expect anyone to release a competitive RTS without a lot of internal testing. A single person cannot balance a game so it would need two things to be competitive:
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An active developer who wants to make a competitive multiplayer game.
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At least 3 active players who want a competitive multiplayer game.
I didn't just make up the number 3. Sak, IK and myself were active for SWIW and I think it was getting towards competitive. I'm not sure how you would do it with just 2 players because each player would keep playing against the same play style.
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Saktoth them already know about us "Ideas from Zero-K" (you can even "bump" it if you have something good to add, but PA devs already did say them are going to implement most of it) 95 Replies/Posts and 4533 views! Dysis on another hand... But i agree that if low on money for the server rent, PA/TA communitys (excluding our own, of course) are the best/easier place to ask for help/donations. Asking for donations on the "splash screen"/loading before Zero-K game start may be a good idea. A prominent button/link for PayPal Donation on main page is a must too (have it hidden in a sub-menu of "Community" is not good). When will we get back the color lasers/black inverted impulse riot gun/etc ? Cause in game promotion is the better one that exist, no surprise lots of games are going "microtransations" for pure decorative/customizations items, like League of Legends. GoogleFrog, i agree that to be competitive/balanced need a active developer after release and a active players base, but i was already expecting it by "default", maybe cause i play Zero-K too much. :P
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I know a lot of folks are grumpy about PayPal - perhaps Google Wallet support would help with donations?
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Um, this is the Dysis thread, not the PA thread, though I voiced the same concerns about PA, we should not assume that their intention is to create a competitive multiplayer RTS in either case. I played the Red Alert 3 Campaign recently and it was reasonably enjoyable, I never tried it multiplayer. If you have a lot of sandboxy and creep/tower defence type mechanics as well as the ability to FPS and drive around your units, I can imagine Dysis being quite fun without ever playing it multiplayer or even requiring a campaign. I know he probably expects to just add multiplayer functionality and get a good game from it, but historically most RTS's have done this and Homeworlds singleplayer is made no worse by the fact that it's multiplayer is nothing but fighter rushes (Or that Age of Empries 2 ended up being nothing but fuedal age hun rushes in 1v1). I mean this is minecraft-inspired and minecraft PvP is just awful. As to your criteria Google: A game can only be balanced up to the skill level of it's playertesters. Increasing the skill level or the number of the playtesters will increase your balance. Godde and Daywalker couldn't break Zero-K (Though I think if they played it a lot in 1v1 they eventually would), but I suspect that the top 1% of Starcraft 2 players given time could break the shit out of Zero-K and reduce it to a handful of viable strategies (To be fair though, they've already done this to SC2).
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Yes the definition depends on the playerbase. But if a game is competitive within the playerbase then I think the balance is fine for the moment. I suppose if you want to deal with changes over time a competitive game has to continue to be supported by developers who intend to fix anything which turns out to be broken. Balance is never complete. My point is that games are often not balanced up to the skill level of the playerbase. Developers often don't intend to make a competitive game so do not change things which are well known to break attempts at competitive play.
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I think a lot of developers are sadly just incapable. I mean you experienced this with Achron. There is a huge amount of 'noise' in balance feedback, units go in and out of vogue, units whose counters are not immediately apparent seem ridiculous OP, etc. Even if developers do know to listen to high skill players and ignore the static, a lot of high skill players get trapped within the paradigm of the game, with a feverish attachment to the games mechanics they have already learnt, to even the beauty of a well executed 2 minute rush, to finding a way within the current gameplay to beat a strategy, rather than examining how it could play better. A good player abuses every bug, only a scrub thinks about how the game could be better, which is fine when you have total faith in the developers to provide a balanced game, but that faith is simply not warranted for most RTS's. I mean, even SW:IW in the end got caught up on the total lack of infantry anti-tank for empire eventually, even once we worked around all the other issues like no static defence (And Zsinj was a competent player). You have the unique perspective Google of both a talented player and a talented developer. I've seen what you're capable of and know anything you're involved with is going to be amazing. It's easy for most developers to get trapped in a dunning-kruger type situation if they are bad at their own game.
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> Even if developers do know to listen to high skill players and ignore the static, a lot of high skill players get trapped within the paradigm of the game, with a feverish attachment to the games mechanics they have already learnt, to even the beauty of a well executed 2 minute rush, to finding a way within the current gameplay to beat a strategy, rather than examining how it could play better. A good player abuses every bug, only a scrub thinks about how the game could be better, cough comnmapping coughOh, I'm sorry, I think I had something stuck in my throat.
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TL;DR; keep messing with balance, this is a good thing. --- Something else to think about re balance: I like the constant change. Strategies come and go, interesting ideas get tested and work for a while before counters are invented, new units disrupt things, a nerf forces everyone to adapt. Aiming for 'perfect' balance is a bad thing, IMHO. Every game that I watch [from good players, anyway] is different, unlike, say, StarCraft replays which are endlessly repetitive. ZK isn't about mastery - e.g, hammers and glaives used to be a standard early game strat, and no one touched light vehicles, now hammers are rarely used and I'm seeing merls used all the time. Gnats were non-existant for a while, and last night I watched a Detriment get zapped by them. Never saw skuttles used until about 2 weeks ago, suddenly they're causing a huge amount of trouble for people that haven't noticed. This dynamism is one of the best things about ZK! > a lot of high skill players get trapped within the paradigm of the game Yes and no - I'd argue that high skill players that do that won't stay high skill for long. ZK is reasonably unique in requiring a huge amount of on-the-fly adaptation.
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I think it is much better for constant change to come from changes in how the game is played. Changing the game just for the sake of change is cheating.
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My first impression of Dysis was that it looked impressively well-polished for a 1-man project at an early-ish stage. I guess the simple texturing and modular unit designs help cut down on overhead.
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I like this idea...you can really go first person shooter with the units, and thus making them more efective with the Micro.The long range that you have in tha game is nice, it's a thing that i would like to see in zero k spring. This ifinite map generator looks verry nice:http://www.youtube.com/watch?v=-NryquDyQlc&feature=relmfu By the way...the future of gaming will be something like battlefield 3 combined with zero k spring.So...we will have ordinary soldiers that carry all the fighting and we will have leaders or colones, commanders that will make the soldiers go on different spots of tha map in order to achieve different gols. So we will have first person shooter combined with the strategy ideas of RTS games.In orde for a private to become a commander and lead units we need to have the elo system that we currently have and that works verry well.So a commander can chose to command different units or to play as ordinarry soldier, But the ordinary soldier won't be able to command units unless it has aproval from the commander that leads the army. Nice conception game we will have here...just we need more time and developers.Hope that someday we will have a spring zero k shooter+rts game
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RTS + shooter does not work that well in general. I think you have to design the game around it. Shooter basically implies that taking control of a unit will increase it's efficiency, with this effect you can't really have a large scale RTS.
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Yeah, that. I love command-from-the-ground RTS+Shooter hybrids, but they have to stay small scale. They fall apart once you've got like a dozen mobile units. Battlezone 1 worked great in the early-game but the late-game was a mess.
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quote: Shooter basically implies that taking control of a unit will increase it's efficiency, with this effect you can't really have a large scale RTS. |
You can just replace the regular detailed micro with fps instead, but yes that demands building the game around this. Btw, i think Urban Assault got it perfect in that sense, all with hundreds of units.
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I wonder how camera is going to work in tiny tunnels. There will not be enough space to get a good view unless terrain gets transparent or something. competive: I wouldnt worry too much about that. Any game can be played competive if the players want to. Even eating food can be a competion! "If the game degenerates in competive play:" even zK does that. Gnats are a recent example. Boostrush was a more fundametnal thing where changing one unit was not enough to fix. Why shouldnt DYSIS be able to balance the same way? It is also supposed to be moddable so "balance mods" should be possible too. My bigger worry is "Will it be finished and release?" Years ago I had a dozen bookmarks for many interessting projects, not "mah mods" but promising looking. Eventually all died and now I only check this from time to time: http://www.sechsta-sinn.de/_projekte/_dvw/dvw.htmseems pretty dead too, hm. Wondering if this new kickstarter hype will make a difference? quote: a lot of high skill players get trapped within the paradigm of the game |
Can happen with devs, too. Remember how starcraft was called "warcraft in space"? Imo in spring/zero-K there is a similiar problem of making "more of the same", zK has a lot in common with its ancestor BA. In suggestion threads you always see the same ideas based on existing stuff: more commander modules, a unit like XY but bigger, factory XY needs better AA unit etc. Maybe zK limited itself too early by being based on *A.
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