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B483566 2 on Lonely Oasis v1.1 (Multiplayer)

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Date Editor Before After
1/19/2018 10:40:54 AMCHrankAdminDeinFreund before revert after revert
1/19/2018 10:33:11 AMCHrankAdminDeinFreund before revert after revert
1/19/2018 10:31:56 AMCHrankAdminDeinFreund before revert after revert
Before After
1 My problem is that it's exceedingly difficult to have a balanced 1v1. Not in the way that units are in perfect balance, but the game itself. In order for a game to be fun, there needs to be some back and forth. Every player should have the feeling that he was close to winning at a point. 1 My problem is that it's exceedingly difficult to have a balanced 1v1. Not in the way that units are in perfect balance, but the game itself. In order for a game to be fun, there needs to be some back and forth. Every player should have the feeling that he was close to winning at a point.
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3 Of course zk should remain competitive so this only applies to players closely matched in skill. I had a win rate of around 50% during these games so I would expect there to be some rather close games. What happened was the opposite: each game was decided during the first conflict after which the economies snowballed disproportionately. 3 Of course zk should remain competitive so this only applies to players closely matched in skill. I had a win rate of around 50% during these games so I would expect there to be some rather close games. What happened was the opposite: each game was decided during the first conflict after which the economies snowballed disproportionately.
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5 The reasons for this to happen are: 5 The reasons for this to happen are:
6 * You start with very little metal and one factory, losing just one unit early on is a huge hit on your economy 6 * You start with very little metal and one factory, losing just one unit early on is a huge hit on your economy
7 * Your factory/initial units might be badly matched to your opponent. Rebuilding is not affordable without ruining your economic growth. 7 * Your factory/initial units might be badly matched to your opponent. Rebuilding is not affordable without ruining your economic growth.
8 * Maps are tiny, meaning there is little time to respond and you are forced to make unfavorable decisions in order to defend yourself timely. 8 * Maps are tiny, meaning there is little time to respond and you are forced to make unfavorable decisions in order to defend yourself timely.
9 * Scouting is expensive: 9 * Scouting is expensive:
10 * You can't react well to what you find because you already used your starting metal. 10 * You can't react well to what you find because you already used your starting metal.
11 * The enemy might have chosen a strategy where you would've better invested the metal in economy/defense. 11 * The enemy might have chosen a strategy where you would've better invested the metal in economy/defense.
12 * Defenses are weaker than ever. Defender used to keep skirmishers in check. Now, the only way to defend yourself against a skirmisher ball is more skirmishers or unaffordable mid-game units/strategies. This means you are forced to always match your enemies army. This makes switching factories while on the defensive hard to pull off. 12 * Defenses are weaker than ever. Defender used to keep skirmishers in check. Now, the only way to defend yourself against a skirmisher ball is more skirmishers or unaffordable mid-game units/strategies. This means you are forced to always match your enemies army. This makes switching factories while on the defensive hard to pull off.
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14 In the end, each player needs to follow very strict rules in order for a balanced, fun game to happen. (Assuming your opponent knows the game) Winning without your opponent having any chance to fight back isn't very fulfilling while it feels even worse for the opponent. The game should be designed such that it lends itself to interesting games that are hard to decide in the first few minutes. 14 In the end, each player needs to follow very strict rules in order for a balanced, fun game to happen. (Assuming your opponent knows the game) Winning without your opponent having any chance to fight back isn't very fulfilling while it feels even worse for the opponent. The game should be designed such that it lends itself to interesting games that are hard to decide in the first few minutes.
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16 There are many ways to achieve this: 16 There are many ways to achieve this:
17 * Boost the starting economy. This makes attacks on the base harder and early losses snowball less. 17 * Boost the starting economy. This makes attacks on the base harder and early losses snowball less.
18 * Buff defenses. This slows down the game and allows it to progress into mid-game by requiring heavies/artillery. Alternatively nerf skirmishers as these are the usual early-game counter to defenses. 18 * Buff defenses. This slows down the game and allows it to progress into mid-game by requiring heavies/artillery. Alternatively nerf skirmishers as these are the usual early-game counter to defenses.
19 * Play on bigger maps. This allows the game to progress further before each fight due to the increased travel times. It also magnifies the defender's shortened supply lane bonus. 19 * Play on bigger maps. This allows the game to progress further before each fight due to the increased travel times. It also magnifies the defender's shortened supply lane bonus.
20 * Make maps more defensible. Following Licho's idea of clustering metal more towards each starting position, this would make it easier for the metal income to remain balanced and lessen the impact of taking early map/mid control.
20 * Although I'm not a fan of it, revealing the starting factory can simplify defense against some rushes. I think it nerfs some strategies much harder than others though. 21 * Although I'm not a fan of it, revealing the starting factory can simplify defense against some rushes. I think it nerfs some strategies much harder than others though.
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