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Zero-K v1.9.1.0 - Mod Page and Slower Kodachi

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Date Editor Before After
2/2/2021 11:29:46 AMGBrankPRO_Dregs before revert after revert
Before After
1 Appreciate the response and further insight into your working practises @GoogleFrog. 1 Appreciate the response and further insight into your working practises @GoogleFrog.
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3 A few things. I suspect that the data coming out of zkstats IS flawed because I have played amph vs tanks numerous times all of which I can clearly visualize. Worth noting that when we ran tests for the map update, we deliberately didn't produce replays ( in order to keep the update more of an off radar surprise) and a lot of good ( albeit out of date) data came from those games. 3 A few things. I suspect that the data coming out of zkstats IS flawed because I have played amph vs tanks numerous times all of which I can clearly visualize. Worth noting that when we ran tests for the map update, we deliberately didn't produce replays ( in order to keep the update more of an off radar surprise) and a lot of good ( albeit out of date) data came from those games. Edit: Ah, post bulkhead. Honestly I don't think bulkhead is even necessary vs tank. Widen the search to Summer and you'll see a clear and distinct advantage for amph that the addition of bulkhead would only strengthen.
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5 I think what your post makes highly evident is the difference in exposure we experience. You have a lot to keep an eye on and one could call you spread a little thin - team games, infra, balance etc. I've said it before but perception of meta development / game time is wildly different for us. You have the macro view. My experience is hammering the game hard whilst having to keep track of as many player's tendencies and habits as I possibly can in order to maintain my own edge. When it comes to tournaments, this goes as far as practising each map multiple times in advance and watching replays of all players light blue and above to refresh my vision of where they're at. I'm not saying I'm omnipotent but I do have an evolutionary snapshot of the growth of a chunky amount of 1v1 players. When patterns emerge - it's easy to identify where balance is skewed. 5 I think what your post makes highly evident is the difference in exposure we experience. You have a lot to keep an eye on and one could call you spread a little thin - team games, infra, balance etc. I've said it before but perception of meta development / game time is wildly different for us. You have the macro view. My experience is hammering the game hard whilst having to keep track of as many player's tendencies and habits as I possibly can in order to maintain my own edge. When it comes to tournaments, this goes as far as practising each map multiple times in advance and watching replays of all players light blue and above to refresh my vision of where they're at. I'm not saying I'm omnipotent but I do have an evolutionary snapshot of the growth of a chunky amount of 1v1 players. When patterns emerge - it's easy to identify where balance is skewed.
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7 Examples include recent narratives such as: kodachi your way into the top 20, shield your way into the top 20, knight your way into the top 20, archer your way into the top 20. Numerous players on my radar simultaneously rode these bandwagons to amplified spikes in ladder success - exposing what I insist are contemporary deviations from good balance. More acute examples include "Ripper day" and pre-nerf venom. 7 Examples include recent narratives such as: kodachi your way into the top 20, shield your way into the top 20, knight your way into the top 20, archer your way into the top 20. Numerous players on my radar simultaneously rode these bandwagons to amplified spikes in ladder success - exposing what I insist are contemporary deviations from good balance. More acute examples include "Ripper day" and pre-nerf venom.
8 \n 8 \n
9 When these imbalances emerge, I do get why it sometimes takes you a while to be convinced a change should be made. Waiting for data, evidence, replays to trickle in. First and foremost though, the problem has to be recognized, adopted and become common before enough noise is made. With archer, I found that at the top it was instantly OU. Then slowly chancers and copycat up and comers got in on the trend. There were a LOT of ingame complaints, but most of the times that I asked people to chime in on the forum thread to add to the evidence, they did not. My conclusion is that not only are people (generally) less vocal the lower you get down the ladder, there's reluctance to be involved in feedback. I'm not going to speculate on why that is but I have a couple of suspicions. 9 When these imbalances emerge, I do get why it sometimes takes you a while to be convinced a change should be made. Waiting for data, evidence, replays to trickle in. First and foremost though, the problem has to be recognized, adopted and become common before enough noise is made. With archer, I found that at the top it was instantly OU. Then slowly chancers and copycat up and comers got in on the trend. There were a LOT of ingame complaints, but most of the times that I asked people to chime in on the forum thread to add to the evidence, they did not. My conclusion is that not only are people (generally) less vocal the lower you get down the ladder, there's reluctance to be involved in feedback. I'm not going to speculate on why that is but I have a couple of suspicions.
10 \n 10 \n
11 I think because of the differences in exposure and your hard-evidence based tendencies, there's always going to be a form of inherent, abrasive latency between my imba-radar going off and your willingness to act. 11 I think because of the differences in exposure and your hard-evidence based tendencies, there's always going to be a form of inherent, abrasive latency between my imba-radar going off and your willingness to act.
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13 For that reason, I'm very much intending to produce an experimental, community driven rebalance patch affecting all factories slightly. Let's see how that goes down as a mod. I know that people are averse to frequent large changes so if the balance is to the participants liking and you're on board with the results, we could promote it to canon with another large map update and bundle it as something infrequent but big. Ambitious, I know. 13 For that reason, I'm very much intending to produce an experimental, community driven rebalance patch affecting all factories slightly. Let's see how that goes down as a mod. I know that people are averse to frequent large changes so if the balance is to the participants liking and you're on board with the results, we could promote it to canon with another large map update and bundle it as something infrequent but big. Ambitious, I know.
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15 Feel free to contact me on discord and get involved, and that goes to all ZK veterans interested in the idea of such a mod. 15 Feel free to contact me on discord and get involved, and that goes to all ZK veterans interested in the idea of such a mod.