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GoogleFrog that is partially right, partially not.
it seems i am just unable to formulate my points in an understandable way. me being a broken record is a result of never getting my points down, wich is probably the result of my temper as well. (+writing and writing and getting misunderstood all the time is frustrating for me as well, so i tried to just stay away from this stuff for some time)
So, I will try again! I BEG YOU to read this carefully and take my comments literal, I spend 2 hours on this comment and hope that this represents my opinion in an understandable way:
right:
patches tend to invalidate my practise. am i important? no. i don`t have the money and time to make zk my life over years anyway.
wrong:
the game needs to be completely static. that is not my real opinion. and it never has been. i have been accused of this so many times that it began to hurt me personally because i feel people are not listening to me and just write my concerns off by using this simple statement "oh you simply don`t like change". have i ever said this anywhere?
what i think is that there should be an idea what the game should be aiming for in the long term.
there were many things i really liked, aka artillery-movement-nerfs, bertha nerf. racketeers were a pain to get right, but i think they are at a really good spot atm. Superfluid changed fundamental aspects of the game like mex-cost and retreat-advantage for SOME raiders, if i am correct.
This had two problems:
first, it was really hard to exactly evaluate things because it is hard to judge what exact changes were having what effect.
second: at this time, it seemed to me that there were many other things (like pork-arty in teams, spider-fac being quite useless, factory-rps in general) that seemed way more urgent than changes to raiders and mexes. plus i do not think that health- and dps-changes for raiders really did what they were supposed to be. i think raising there LoS was actually what gave you more reaction-time and aquired the desired effect of making the game less punishing.
a more general thing:
your way of making thigs op first to get feedback, than tone them down has a good logic in it and i understand that the community is too small to get good expierience otherwise. the downside of this is that i feel like we are playing wilfully unbalanced game-versions FOR 4 YEARS now, wich at some point became annoying to me. (Bolas-introduction being the example that jumps into my mind first.) so, after those patches, everyone plays the new op-thing, wich is as boring as playing the exact same thing for years and doesn`t feel satisfying in any way.
right:
i would prefer longer times between stables and tournaments. counterplay might take a while to be discovered. running tournaments so close to patches to get feedback might result in wrong feedback.
wrong:
i am completely against making tourneys close to patches. but if i recall, the last few tourneys ALL were direcly after patches? or is my memory tricking me?
also, but this is an absolutely minor point: you and
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Aquanim are basically the two people that do the majority of work for zk, right? So it shouldn`t be too hard for you two to coordinate your actions.
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Aquanimjust to clarify what i meant with my last two posts above:
I think i know you well enough to say that i am 100% sure that this is neither your intention nor your character, but the comment towards
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rincewind sounded pretty belittling, given that what he asked for was nothing that would require real efford.
i admit that i am not involved in the interpersonal realtions between the dev-team, but from outside it looks there is something going wrong. details are not for this thread, but i am actually concerned that you run out of devs over time and hurt your project via this.
So, what i said about individuals counting more here is really not about me, but about the general interpersonal climate of this community. we need everyone (that isn`t a total dickhead).