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New XP System Analysis and Fresh Ideas

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13 years ago
Well, I've been playing Zero-K for about a month or so now and here's my analysis on the XP system:

COMMANDER MOD THRU XP SYSTEM

The XP system for modding commanders is a terrific idea. If offers a chance for players to customize and mod their commanders to fit their unique style of gameplay. It also offers incentives for players to keep playing so the commander gets more "wargears" comparable to Warhammer 40K: DoW. Very few if any RTS games offer this RPG inspired element and it certainly makes Zero-K distinct. Keep this feature - it's gold.

This feature further enables the players to accomplish what they want to do with a commander. Porc, soak up/draw enemy fire, jump deep behind enemy lines to gather intel/sabatoge, whatever the player can imagine using the com for. Most importantly, it's not a game deciding factor, but it can be an influential edge that can tip the balance of the game.

Okay, so that's the good part, and now onto the land of critiques.



DESPERATE NEED FOR GAME TUTORIALS / XP SYSTEM AS TUTORIAL

Google_Frog is right in that newbies need to learn how to efficiently use low tech units transitioning into higher tech units. There's no doubt in the importance of that, but the current XP system is inhibiting veterans/graduated noobs/average players who already grasp the basic concepts of Zero-K.

Veteran players don't need a tutorial on how to play Zero-K, which is essentially what the whole XP system is trying to be. This system is punishing vets and confusing newcomers. New players don't understand why they can't build those neat reactors without veterans telling them why, and vets feel like they giving up a part of their experience to nourish a bunch of nubs they didnt' ask for... kinda like kids.

What newcomers need is exactly what you guys pointed out, a tutorial. But what skeptical gamer really wants to read through a manual to play a game no one has heard of? Realistically, no one. While some might argue Zero-K doesn't really need those damned ADHD strung out spazzes anyways... in the end we might need them and their friends to draw more attention from all sorts of crowds to this game if we are to grow as a community.

Take the time to write a good INTERACTIVE tutorial that makes players feel like a badass, but at the same time teach them how to reduce incredibly difficult scenarios into manageable actions. Write common scenarios or starting strategies, put markers telling the players what to do and why they're doing it, and let them try it. Take the time to educate the players and they'll have to patience to join our fantastic community.

The atomic conflict single player mission is something in the right direction, but that's only if the player can grasp the concept fast enough. The problem with atomic conflict is a) it's not officially called a tutorial, b) the mission is paced too quickly for any first time RTS-ers.
Without a good tutorial, we will frustrate newcomers, thus enabling them to call Zero-K a bad game without even exploring its merits. We can do better than that. Our community needs new players to innovate and inspire change.
Now that's done. More picking on the XP system.



PROBLEMS WITH THE CURRENT XP SYSTEM

The XP system currently in place will unfairly pit noobs against experienced players by offering experienced players access to more unit types. These extra unit types may or may not be better, but the veteran player's extra diversity in units can generate an unfair advantage against a homogenized army the newbies must work with. This model merely rewards players for spending a lot of time playing Zero-K rather than providing incentive for being a better player.
Solution – Game Variants based on Skills
XP should be used for two things only.
1) To allow access to intermediate and advanced servers.
2) To purchase commander mods and weapons.

Game Variants
Unlocking certain units based on an EQUAL and FIXED number of points can create a very interesting variation where certain players have unique edges no others have. I'll refer to this as a Capped Game. Two versions should exist, Beginner and Hardcore.
So here's the idea:
Anybody can join a beginner's server.
To join intermediate, you need to complete the tutorials (or test out of it by beating a 1v1 single player) and have ___ XP.
To join advanced, you'll need to have even more XP.

You gain access to these servers by meeting the minimum requirements for XP. Of course, also offer servers that don't have this XP requirement so people can still play outside of the system. To incentivize people to play in the official servers, make it so you can only gain XP, elo, or whatever in official server games (Ranked Games). That way, the community stays together in the official servers.
Also, in this way, if advanced players join a noob server, then they know they should expect some quirks or inefficiencies and not yell at newbies who barely even know how to play.


Beginner Server – Capped
Beginning servers should limit choices to lower tech units only, regardless of XP. All players can only unlock specific low tech units. You can arrange your points to get whatever low tech units you want, but you can't have it all. All players have an EQUAL and Fixed amount of points

So for that one game, players learn how to effectively use cloaky bots, or shield bots, or whatever. Most importantly, allow these points to be reset after each game if the player chooses to, so players quickly learn how to make useful combinations. NO NON-RESETABLE UNIT UNLOCKS!! (Commander Mods OK to be permanent)

Intermediate – Uncapped
Intermediate Servers (Normal Games) will open up ALL unit types and allow games to be played freely. No XP unlock system will be used here. This is the same as old

Advanced - Capped
Advanced Server (Hardcore Games) - All units are available to be unlocked, but players are given an equal and fixed amount of points (NOT RELATIVE TO XP) to unlock them. Players must pick and choose a handful of unlocks they're most proficient with; and in team games, cooperate with other players to cover their weaknesses.
If advanced games provide challenges and teamplay elements that are addictive, this alone will provide incentive for veteran players to teach new players how to play so they speed through the intermediate section and play the advanced games. Give the most XP for playing advanced games so the incentive to play them stays strong.



PERMANENT UNLOCK and INFORMED CHOICES

Lastly, the XP system doesn't work if unlocks are permanent and there's not a lot of information on what the unlock does. How would newcomers know what to unlock? Hell, I've been playing for a 1 1/2 months and I have no idea what the hell to get for my commander. Riot Cannon? I thought that was gonna be like the warrior's riot gun until I realized it was single shot. I hate it and want to get something more rapid... but too bad, no buybacks. I feel ripped off and punished for taking a stab in the dark. Why would I want to spend XP on something without knowing how to use it or why I need it? This is a design flaw, but there is a simple fix if permanent purchases are a design must.

Show a small video clip or picture of a commander demoing how a tech/mods works. Show or explain how it is best used. (I don't like SCII, but they did do a good job showing the potential use of their unlocks system using this method.) This will give a quick visual reference on what to expect and give players ideas on how to use these mods.
The current unlock system provides an avenue for a really interesting gameplay experience not commonly seen, but it’s undoubtedly rubbing a lot of vets the wrong way. This is most likely because they’re not given the option to play the game out the way they’ve always played it. If they’re given the option to pick which hand to tie behind their back before a fight, I think they’ll be a lot better sport about it because it’s their choice.
+0 / -0


13 years ago
Yea I was a bit worried that the seemingly unquestionable awesomeness of a commander module system would be overshadowed by the unit unlocks. Everyone seems to like comms but unlocks are divided.

The separate severs idea is ok but the main issue is playerbase size. We don't have enough players around to hold 3 seperate servers all the time so it would not get off the ground. If we could do that the simpler solution would just be to have auto placement servers that try to keep people within similar elo.

I agree that a tutorial is needed but apparently it is hard, I'm basing this off a few attempts from other people as if that many people have failed it must be hard. There is a mission "Crash Landing" which is more teaching raider, skirm, riot relationships without telling the player. If you start up the 1v1 or 2v1 mission, and have low enough ingame time, nubton will pop up and tell you how to make econ and a few raiders. There was an old mission that told you a bit about mexes and OD too. So if you have a good tutorial idea there isn't anything stopping you from getting the mission editor and writing it, things only ever get done by people doing them.

As for unit unlocks there are more reasons than contributors as to why things are as they are now with many people not sharing the same set of reasons. The response was poorer than was stipulated by some (as why does my opinion matter if the general playerbase likes something?) so how do you feel about no unit locks?

Refunds for any kind of unlock would undercut the entire system. Instead of unlocking things you are merely choosing what you want for a battle which would lead to everyone having any full commander loadout they want in a few dozen games. Why have an unlock system at all if you can refund?

The weapon descriptions were written by the person who I think wrote many unit descriptions. As such they know Riot Cannon is used by Leveler and Heavy EMG is used by Warrior. Would a little gif work for a better description?

+0 / -0