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Steam release will bring zero players to zero k

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Date Editor Before After
10/29/2017 11:39:39 PMUSrank[Evo]ForbodingAngel before revert after revert
Before After
1 There is a little bit of incorrect info here wrt evo release, but the larger points are ok. 1 There is a little bit of incorrect info here wrt evo release, but the larger points are ok.
2 \n 2 \n
3 Let me point out that the game itself was fine, as in functional, non-crashing, etc. 3 Let me point out that the game itself was fine, as in functional, non-crashing, etc.
4 \n 4 \n
5 The players did not understand swl. Keep in mind, this is Dojo SWL we are talking about, not the current and much better react SWL. 5 The players did not understand swl. Keep in mind, this is Dojo SWL we are talking about, not the current and much better react SWL.
6 \n 6 \n
7 The other issue was the steam featured Evo VERY PROMINENTLY not only on the front page, but also in the little popup that comes up when you first start steam. Enter, shitshow. I was expecting 10 - 100 players. Not 50 gazillion. 7 The other issue was the steam featured Evo VERY PROMINENTLY not only on the front page, but also in the little popup that comes up when you first start steam. Enter, shitshow. I was expecting 10 - 100 players. Not 50 gazillion.
8 \n
9 Current evo on launch of the lobby or single player will delete the rapid folder (a common issue with pr downloader on windows is package lists not being updated unless the rapid folder is killed) and initiate pr downloader via command line to download stable and test versions.
10 \n
11 I decided that I valued first time player experience (function) over form. I believe this was the right call.
12 \n
13 Evo's largest issue remains the lobby, but thanks to the changes to getplayerroster, it looks like 104 isn't something that can be used atm.