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Thanks for the feedback! ZK needs input from new players; improving the new player experience is one of the main development goals right now.
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1 |
Thanks for the feedback! ZK needs input from new players; improving the new player experience is one of the main development goals right now.
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2 |
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The devs have discussed this somewhat already: https://github.com/ZeroK-RTS/Zero-K/issues/2179
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The devs have discussed this somewhat already: https://github.com/ZeroK-RTS/Zero-K/issues/2179
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5 |
I'm not a dev, or new, but here's my two cents:
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I'm not a dev, or new, but here's my two cents:
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6 |
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Having nine levels is probably overkill. I'd keep it to four as we have now, but probably with considerable tweaking, preferably based on empirical data from actual new players. I might rename "Very Easy" to "Training" or somesuch, and rename "Medium" to "Normal".
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Having nine levels is probably overkill. I'd keep it to four as we have now, but probably with considerable tweaking, preferably based on empirical data from actual new players. I might rename "Very Easy" to "Training" or somesuch, and rename "Medium" to "Normal".
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8 |
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9 |
How
hard
should
each
level
be?
"Training"
should
be
as
you,
Sprung,
and
the
ticket
above
describe:
nearly
a
sandbox,
letting
the
player
mess
around
with
the
UI
and
the
mechanics
without
the
AI
trying
to
beat
them,
but
providing
something
for
the
player
to
attack
and
something
for
the
player
to
defend
against.
Is
the
current
Very
Easy
there
yet?
Unknown.
There's
been
some
testing
(
see
http://zero-k.
info/Battles/Detail/462350)
but
more
feedback
is
needed.
|
9 |
How
hard
should
each
level
be?
"Training"
should
be
as
you,
Sprung,
and
the
ticket
above
describe:
nearly
a
sandbox,
letting
the
player
mess
around
with
the
UI
and
the
mechanics
without
the
AI
trying
to
beat
them,
but
providing
something
for
the
player
to
attack
and
something
for
the
player
to
defend
against.
Is
the
current
Very
Easy
there
yet?
Unknown.
There's
been
some
testing
(
see
http://zero-k.
info/Battles/Detail/462350
)
but
more
feedback
is
needed.
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10 |
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11 |
For the other levels, rather than specifying particular behavior, I'd categorize them this way: "Easy" should beat a player that's treating it like a sandbox (i.e. the AI isn't so crippled that it isn't trying to win), but lose to anyone that's actually trying to beat it. Easy should be a gimme. This will boost new players' confidence and give them a positive experience with the game right from the start. "Normal" should beat any player that hasn't yet grasped the fundamentals of ZK strategy (expand, raid, don't porc, attack in strength, don't suicide) but should lose to anyone who has, even if they execute those fundamentals poorly. This will give new players a challenge and will encourage them to ask other players what they're doing wrong. Once they've learned a few things, they'll beat it and be ready to move up. "Hard" should be the unfettered AI playing as best the AI authors can make them.
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11 |
For the other levels, rather than specifying particular behavior, I'd categorize them this way: "Easy" should beat a player that's treating it like a sandbox (i.e. the AI isn't so crippled that it isn't trying to win), but lose to anyone that's actually trying to beat it. Easy should be a gimme. This will boost new players' confidence and give them a positive experience with the game right from the start. "Normal" should beat any player that hasn't yet grasped the fundamentals of ZK strategy (expand, raid, don't porc, attack in strength, don't suicide) but should lose to anyone who has, even if they execute those fundamentals poorly. This will give new players a challenge and will encourage them to ask other players what they're doing wrong. Once they've learned a few things, they'll beat it and be ready to move up. "Hard" should be the unfettered AI playing as best the AI authors can make them.
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13 |
Exactly how best to achieve those performance criteria is a task best left to the AI authors. AIs don't play like humans do, they have unique strengths and weaknesses that don't necessarily map to what you'd expect to see in a strong or weak human opponent.
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Exactly how best to achieve those performance criteria is a task best left to the AI authors. AIs don't play like humans do, they have unique strengths and weaknesses that don't necessarily map to what you'd expect to see in a strong or weak human opponent.
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14 |
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