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RE: communism survey

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13 years ago
There's no option, but I would vote 0% private if possible.
(meaning ALL metal is shared)

Vote currently goes to 5% private.
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13 years ago
I voted none of either options. I think customizable share would be the way to go (ranging from 100% to 50%) with an option to see how much every team mate shares. We could then maybe later look if the function is used, and if it isn't set it on the universal setting but from 95% to 50% would be too big change, maybe 30 is better, or 20, or 15. The poll excludes to much options.
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13 years ago
No hate to whoever made the vote though. Votes are good.
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13 years ago
0% is more difficult due to technical reasons, 5% is small enough.

I think the change to 50% is silly. It discourages teamwork as it will take effort to distribute mexes evenly if the task is split unevenly between players. This often occurs with an airstart or back player that takes the mexes for everyone else while they start at the front and push.

Licho's given reason for the change is 'to reduce raging at noobs' which is very shortsighted as with no income there is little motivation for other players to teach them.
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13 years ago
50% socialism is an interesting novel concept, i'd like to try how it plays.
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13 years ago
I think that 5% is neglectible difference from communism and nothing really changed.
I would vote for 100% private income but that would lead to competition inside team for mexes, which will become more important than middle rush... Especially on maps where mex spots are stacked in the back! Any % ratio that will become decisive, will cause this catastrophe. Or even sabotaging the mexes (roach) to rebuild them and get private income in more or less % ratio. Game will change absurdly to FFA style - not encouraging teamplay. Is that what we want?
This is the way to hell, rather have 100% communism and teach the newbs by hard way + shut them out of PW servers until they reach certain requirements.

I vote for zero private income and trying to solve the tension between newbs and advanced players another way (restrictions, ranking, better tutorial etc.)
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13 years ago
I have noticed in larger team games that metal collection becomes less of a "omg theres metal ME FIRST" to "meh, someone else will cap it".
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13 years ago
Also, noobs have started to wonder why 2 things are happening:

1. "My nuke silo start seems to actually keep building."
2. "For some reason, my allies all start shelling my base."
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13 years ago
ScarySquirrel, 50% could be a good compromise between motivating people to cap mexes and still being team-friendly.
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Skasi
13 years ago
The poll just proves people who have no idea vote on stuff. Its outcome can't be taken serious at all.
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13 years ago
I don't care as much about raging at the noobs as I do about the fact that a lot of more experienced players have stopped capping mexes at the beginning, handicapping the entire team. One thing BA has right is that if you start near mexes, you can just about guarantee they will all be capped inside the first 30 seconds.

I played a game a couple weeks ago (3v3) where I literally had 3x as many mexes as my other two team mates combined, and they were both "relatively good" players. They were counting on me to do all the economic heavy work while they lol'd around with units.
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13 years ago
you play in a team so resources should be shared. Some fac or athena will cap mexes rapidly preventing othr players to get some eco. Doesnt even have to be nabs.
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13 years ago
Maybe making that the procent shared shifts, so that like if you just captured a mex you get 50% income and then over some time it regresses back to the normal 5%, so that when you cap metal it gives a temporairy boost. Although this will cause problems because you can't rely much on your income.

Maybe another solution would be to share metal in another way, like all metal above the square root of your income is shared. So if you made 4 metal, you'd share 2, which would be 50%. If you made 9 metal you'd share 3, which would be 33%, so that the mexes at start are important to you directly, at least encouraging new/old players to capture mexes fast.

Maybe we can even make that people with more metal hold a bigger share in other people's metal income? Or that the team can vote for shares, although that would complicate matters for newbs who don't know what that is about.
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13 years ago
You destroying greatest feature of zero-k. 10% to owner should be absolute max. Now starting as planes is really great idea since you cap more mexes and team well must kill it since cant reclaim. GG guys. Mex warzzzz just look at ba. Pros can reclaim battlefields stop crying.
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13 years ago
I believe the game should be balanced for competitive high skill level play, even if it doesnt even have enough active players of that kind.

And obviously, 100% share level is always optimal in such situation.
So yeah, when noobs waste your metal, blame the noobs, not the game.
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13 years ago
I hope it stays as it is... but if you are trying to reach some kind of consensur, provide more vote options (esp. between 5% and 50%) and look at median vote.
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13 years ago
I think 5% and 50% is both impossible without many ppls are crying.

I would be happy if we would have a option for 25%.

Because if you have 2 team mates, you get 25% + ( 75% /3 ) - still 50%.
Else if you have 5 team mates, you would get still 37.5%.

If we have 50% like now, then we get with 2 and 5 team mates 66% and 58%.
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13 years ago
It should stay like it is. Just make pw server kick newbies so only more experienced players can do pw leading to better balance. Newbies can do normal games to learn and get some levels without ruining games in pw.
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13 years ago
At least you should get the first mex.buildMetal*1.5 metal from it.

I support 25%.
I voted for 50% to hold both options near equality.
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13 years ago
Can we stop voting on this and just try the damn thing? No "regular" players have gotten a chance to try the mode yet. EVERYTHING, and I mean EVERYTHING in this thread is just speculation. Just fucking put the 50% change into the game and try it for a week.
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