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Storage

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6 days ago
I see new players often making 4+ storage early game. Its a waste of metal and often it compounds with inability to actually use the metal so they hog metal uselessly in team games. A recent lob team game I had players had a total 20+ storage with thousands of metal uninvested.

I see a similar problem with players making excess/too early mass caretaker but it is less common.

I think this is so common that it is a fundamental problem. If storage was a little more hidden away in the menus, or unlocked after some player level, or some other solution it would be better for the game and the community.

Right now it is a lobster trap that many players fall into.

Imho Storage has been missed in all the rebalance changes but it strongly needs a revisit and it is not "fun" right now.
+0 / -1

6 days ago
With the type of economy that Zero-K has, storage is more like a buffer.
There's not much reason to "save money" for a large project.

Actual good usage of storage exists, such as grabbing reclaim before you can use it.
Obviously, if your com dies you need storage.
But that kinda speaks against storage, since non-decisions don't really enhance the game.


If you want to remove storage(the unit) from the game:
Make energy storage intrinsic to player
Give (tiny) metal-only storage to all constructors
Now your allies will spam constructors instead of storages

If you kinda wanna keep storage(the unit), and want more communism:
Make energy and metal storage intrinsic to player
Rename storage to Metal Storage or Metal Buffer, it doesn't give storage though.
Storage only collects team-wide excess metal (ie, not much in most lobpot games)
Storage distributes stored metal to team as if it was a mex.

If you think storage is 100% useless:
Make energy and metal storage intrinsic to player
Excess metal visualized by idle cons smoking a lead pipe
+3 / -0

6 days ago
Maybe it is as simple as: See big numbers > dopamine.

The problem stems from those players in question not grasping the core mindset that Zero-K runs on; Spend all metal and aggressively take map control.
Does the game teach them that or is it expected to "click" after a certain amount of playtime? Some people are slower than others in reading the game and we can't expect to manually teach every one of them and point them towards the "correct" path, even it is as simple as that sentence.

This problem is acknowleded in Cold Take #9 - Energy as Supply:
"...This is a bit of a double-edged sword though, since a blunt system is much easier to teach. Players are highly motivated to make a house when their entire production is being held for ransom. Storage makes it harder to correlate problems with their solutions, and people might even use their metal storage for long term storage, rather than as a temporary buffer. So there are legibility downsides to flexibility."

Should the game straight up drill this into the new players' heads or should it keep releasing them out in the wild with just the rules and the how-to's, letting them experience the game at their own pace?

+1 / -0
6 days ago
nice idea! of storages storing excess metal and then sharing it back to team like a mex.
+0 / -0
6 days ago
new year new forum post about storage
+7 / -0

6 days ago
quote:
nice idea! of storages storing excess metal and then sharing it back to team like a mex

That is already a mechanic without the storage. Any excess metal you have is evenly split among your teammates, nothing is lost unless everyone is overflowing.

All metal is your team's metal, you are just in charge of spending a portion of it as you see fit.
+1 / -0
6 days ago
yes i understand that part and agree but the problem is metal not being spent. being reserved and never used.
+0 / -0
6 days ago
I'd love to see (a better player than me) think about the uses of the Storage, and whether storage in its current form is really the only solution to those situations or other solutions can be devised.

My vote is for storage to be removed. It does not add to the "fun" of the game. At least as far as a lob like me can see. It detracts from it.
+0 / -0

5 days ago
There are multiple tactical advantages that come with storage, I can only speak for big pot games where you have on average 12m/s. It is used essentially (when not for trolling) to give you quicker access to enemy counters or be able to react faster to an enemy mistake.

Some examples would include:
- Having enough metal to instantly plop Silo + 2 EOS to kill a high value target.
- Enemy starts throwing space jacks and you can instantly make 3 - 9 racketeers to defend your base.
- Enemy tank/rover ball ravaging a front and you can instantly make 5 placeholders to help it.
- The "I will only start a Krow once the enemy scouts." so you make 3 storages, you will still finish the Krow at basically the same time regardless.

I do agree that noobs that make storage because they think this is Supreme Commander is very annoying and I wouldn't be able to give you a clear solution to this problem that wouldn't be 'descriminatory' towards new players. I still disagree that storage should be removed entirely.

It will probably forever be part of the path of the lobster.



[Spoiler]
+6 / -0
From a game-design standpoint, I think having the storage unit as an option makes sense and is not a problem in itself. The game sets a limit on the player but also a way to manipulate that limit, this gives them more freedom to express and play the way they want. Similar to how Souls-like games lets your increase your health or stamina (not really but to show my point).
The way storage is now it's also very simple and intuitive, if it was baked into every constructor per talas's shower-thought then it would probably contribute to unnecessary convolution.

It also provides the opponent with an additional way to sabotage your economy if your com is down. Allowing them to weaponize the metal excess mechanic even more.
+0 / -0
5 days ago
New players are likely to lose commander in one of their first games. Then they are forced to learn about storage to overcome the commander loss penalty. That is when they start making the mistake of making 4+ storage at start of every game...

Imho commander loss is already a penalty in at least two other ways, the loss of comm income, and the scrap that is left for enemy to reclaim. Storage penalty to loss of commander tends to punish new players severely by completely destroying their economy. The very heart of zero-k is the shared eco and you lose that if you don't have storage when your comm dies. It is too harsh and biased to penalising new players excessively as well as leading them down the wrong path. They erroneously learn they need to make a bunch of storage every game, which then needs to be further un-learned later on.
+0 / -0
3 days ago
Fully agreed with mrdetonation. I wish there were at least some intrinsic storage for each player. I do understand that weaponizing metal excess is a valid strat to some extent. But it seems like a bad idea that com died = cloak fields flickering in and out across the map because I forgot to build a backup storage, the most noob-trap part of the game (right after caretaker)

So how about a 200 metal+energy intrinsic storage for each player? Then commanders could supplement with an additional 300 to give the usual buffer of 500.

As for lobs building too much storage... sigh. This is not an easy problem to solve but not forcing them to become aware of it early in their career is a good start (which can be done by player-intrinsic storage).

I like the idea of storage gaining only from overdrive, but I imagine it's not a full solution. And honestly any "full" solution (i.e. stop lob draining team by hoarding) would probably be a little arbitrary, going against the dynamic nature of the game. So how about that: a kinda arbitrary solution that might work => I propose shutting off player metal income above 1000 stored metal in the "all welcome" lobbies.
+1 / -0
3 days ago
the problem arent the storages, its lobs not understanding how storage or economy in general works

solution: make a tutorial about that stuff
+0 / -1
i remembered that during a game i raided a backline with a few sneaky skuttles.. i found a row of like 8 storages.. and i blew most of them up.. only to realize "wait did i just help there team win" O.o
+6 / -0
2 days ago
We should try remove storage for a few weeks and see if anyone actually misses it
+0 / -0
44 hours ago
yay, a storage discussion! =)
i want to share thoughts i have about storage.

what if you could somehow 'drop' the storage container of your commander somewhere, before you send him go play with the other commanders.


about making all the storage into one global team-storage:
the fact that mex income is shared, makes it undesirable to steal the mexes from your teammembers. that is a good thing, that might also work for the storage dillemma somehow.
+0 / -0
44 hours ago
Not that I'm advocating for it, but back in like 2012 players had to unlock advanced units using xp from leveling up 😂 like fusion reactor. Not that it helped tho, me being a kid I still tried to build fusion first thing.

The core issue is Zero-K doesnt have a big playerbase and we have 32v32 sized rooms which snuff out any other possibilities. So instead of quality small team games with players of similar skill, we have all the players in 1 room and the winning team is often decided by who has less new players.
+1 / -0
43 hours ago
> who has less storage

FTFY
+0 / -0
43 hours ago
quote:
solution: make a tutorial about that stuff


Yeah, right. Like how campaign mission number #1 introducing line move actually guarantees that every new player actually knows about line move...

It's a solution only on paper. And besides, there is a campaign mission that introduces storage anyway.
+1 / -1
23 hours ago
yeah right, because campaign missions are the only way to provide a tutorial
+0 / -0
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