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Why do noobs keep going to the clusterfuck teams room?

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Date Editor Before After
2/1/2014 12:34:17 PMGBrankTheEloIsALie before revert after revert
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1 Interesting idea with the handicapping. 1 Interesting idea with the handicapping.
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3 However, i have to object to part of your statement:[quote]If you're the weaker player, you're just moving about and building stuff with no hope of actually making any progress in the game.[/quote] 3 However, i have to object to part of your statement:[quote]If you're the weaker player, you're just moving about and building stuff with no hope of actually making any progress in the game.[/quote]
4 That is not true. Nothing progresses you more and faster in the game than getting your head smashed in in 1v1. Basically every "pro" player here has been through that, and so far i've never heard somebody say "good thing i learned ZK in teamgames". Not only do you have greater speed of iteration (games lasting 5-10 minutes instead of 20-50), you also immediately know why you lost (or people will tell you if you can't tell). Got trolled by a single raider? Got rushed? Got outecoed? All these things will at some point happen, and you will learn how to counter them (the easiest way for that is doing/trying those things yourself). 4 That is not true. Nothing progresses you more and faster in the game than getting your head smashed in in 1v1. Basically every "pro" player here has been through that, and so far i've never heard somebody say "good thing i learned ZK in teamgames". Not only do you have greater speed of iteration (games lasting 5-10 minutes instead of 20-50), you also immediately know why you lost (or people will tell you if you can't tell). Got trolled by a single raider? Got rushed? Got outecoed? All these things will at some point happen, and you will learn how to counter them (the easiest way for that is doing/trying those things yourself).
5 However, it takes courage and endurance to make it. What it doesn't take is endless practice of your buildorder, your inject timings or your forcefields. You will progress fast through the skill curve, but it's nevertheless pretty steep for somebody with few RTS experience. 5 However, it takes courage and endurance to make it. What it doesn't take is endless practice of your buildorder, your inject timings or your forcefields. You will progress fast through the skill curve, but it's nevertheless pretty steep for somebody with few RTS experience.
6 Whether or not new players are aware of this is another question. 6 Yes, having to lose many times in a row is not a great way to learn a game, but we don't have the playerbase to force matchmake new players in order to get new players to 1v1 against each other. Afaik, whenever two ( or more) new players are in the 1v1 room, they are encouraged to play against each other and will receive feedback from the other players. Understandably, this doesn't happen very often.
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8 If you just throw new players against each other, they will not have much fun (if they're really new). They will sit forever on three mexes, will not attack, then build 5 glaives and run into enemy defenses. They don't really learn anything, because the feedback loop is so long (and it doesn't make ZK more interesting to them, i'd say). Coincidentally, the same thing happens in teamgames, only that the win chance there depends on if they follow "advice" from the better players on their team or if they build a ddm in the back of their base.
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8 But again, i find your idea interesting. It just sounds really hard to incorporate into the elo system. How do you determine which handycap is "fair"? 10 But again, i find your idea interesting. It just sounds really hard to incorporate into the elo system. How do you determine which handycap is "fair"?