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No storage after com dies is noobtrap

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5 years ago
I think there should be some minimum storage.
+9 / -0

5 years ago
Factories +250
Solars +10
Fusion +50
Geo +25
Pylons +50
Mexes +15

...etc

Storage should grow organically with the size your eco. Building storage doesn't really add any meaningful decisions to the game. You just build 1 if your comm dies, otherwise never used.
Total nub-trap and another eco thing to remember to do.
+5 / -0
quote:
Factories +250
Solars +10
Fusion +50
Geo +25
Pylons +50
Mexes +15

...etc

Storage should grow organically with the size your eco. Building storage doesn't really add any meaningful decisions to the game. You just build 1 if your comm dies, otherwise never used.
Total nub-trap and another eco thing to remember to do.

At this point why are you not suggesting to remove storage as a mechanic? Have it be something constant, transcendent and possibly infinite. If you're bolting it on literally everything, the effect is the same as to remove it.

Compare with sonar. Currently, almost everything that may need sonar, has sonar. As a consequence, sonar pretty much does not exist. Storage on everything would be similar if not the same.
+2 / -0
5 years ago
Personally I think storage as unit is good. There is metal fields and you can reclaim them you have to have more storage for that. I think fealthas values are way too high, divide them by 5 and it will be sorta okay I think.
+1 / -0

5 years ago
"Oh noes, my com is about to die! I need to build storage fast to not waste hundreds of metal I have stockpiled!" - this is how I play and it feels odd.
+0 / -0

5 years ago
Storage is just logical. Attached to anything, nobody would even see it.
+0 / -0
5 years ago
this thread is a duplicate of :

https://zero-k.info/Forum/Thread/24644
( a thread posted by a new player)



I posted there and was downvoted heavily for suggesting the same thing.

Yet this thread, posted by a vet gets tons of upvotes, and the thread by the new player gets ignored.


YET ANOTHER EXAMPLE OF FAILURE TO LISTEN TO NEW PLAYERS.






+0 / -4
I'm pretty sure you were downvoted previously for excessive use of capslock. The other thread got the same developer response as I expect this thread to get.
+2 / -0
When it comes to gameplay design I think it is good to put more weight to vets' feedback because they tend to have a better understanding of intricacies than a fresh newbie would.

Compare the threads: the newb-made one says to add storage to cons because "it was like that in TA" (bad argument: we're not TA) and because "losing a commander leaves no storage" without even explaining why it is bad (obviously it's bad from the perspective of a player but you could make the same argument for losing your units in combat).

In here vets say "does not create a meaningful decision" (good: reducing trivial decisions is one of the things ZK design aims at).
+3 / -0

5 years ago
It would suffice just to give 100 metal storage for factories, as in here.
+0 / -0
5 years ago
Sprung...

let me make this clear



every single aspect of the game development must go to one idea and one idea alone::

to make the game easier and more fun for new players. easier to learn, easier to play, easier to win, more fun to win, more fun to lose, more fun community to be part of.




without new players and keeping them ...... game future is not what it should be


as for the vets... I risk saying this because it will cost me tons of downvotes=cheapinsults. i've been playing a long time, and still not very good. in fact new players tend to beat me more often than i would like..The high skill veterans are overpowered against new players and should be nerfed immediately. Want to fix the balance/elo ? cut high skill veteran's metal by 15-30% in team games. I don't think new players will mind..







+0 / -0
The game needs incentives (in terms of depth, difficulty, etc.) to become an experienced player as well. Playing as a new player and then thinking "well, there's no reason for me to play enough to become experienced" is not good for the game either.
+0 / -0
5 years ago
having an open discussion with an high skill administrator who has downvoted me repeatedly, how fun. even more fun is arguing against high skill players...






i am horrible at reading comprehension.. but are you actually worried that a new player might play long enough to become the top 5-10% of high skilled players?

or are you more worried about high skilled players actually losing a few games to new players here and there?


i think you care more about high skilled players winning than you do about encouraging new players...


high skilled players are great at defeating new players and that is the problem










+0 / -0
quote:
but are you actually worried that a new player might play long enough to become the top 5-10% of high skilled players?

No, I'm worried that they won't if there's no incentive. I would like to have more players to play competitive games with, and part of that is making the game interesting to play at a high level.

I don't know that the current iteration of storage is a particularly good mechanic towards that end, though.
+0 / -0


5 years ago
I thought the old mechanic of 500 storage minimum was much better than the new mechanic of having no storage, which feels really janky.
+0 / -0