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Worst units visual design

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Have couple of thousands hours in SC\FAF + childhood in TA.
Just come to spectate few games in hope...

Guys, visual design of this game is VERY bad, not graphics but design.
Boxes, spheres, triangles, spiders, dinosaurus, tiny legs, tall legs, fat legs, triangle legs, collumn legs, red lasers, green lasers, brown rockets, stone-form shells, brown lasers, LGBT lasers, CPSU lasers, NSDAP lasers, ... all mixed in one.

Map icons is not intuitive and stylisation at all too.
Whole game has no its own style.

I know what you say - it makes very little sense for experienced player, cause you spend all of the time on zoomed-out map.

But i think its not true, i see what this game have much more abilities and performance compare with SC, but the online is much lesser.
I'm with friends can't zoom units without laughing hard.

Pls make something with this... find some kind of style, not this geometric garbrage. And you get some count of new players.
I want to play in ZK, but i cant, sorry.

With love, wish for the best.

ADDITION:
PS Its ok, what the community does not understand the reason of topic or considers it to be incorrect. Survivor's mistake.
Above, I wrote the reasons why the community did not get 3 TA\SC fans in its ranks today. Unfortunately, to investigate how much it has not received for all the time, I have no competence and this is not my task.
+5 / -9
.
+0 / -0
3 years ago
Its called a "low poly design", it is hard direction of art. But there is people who knows how it doing.
Your out of ignorance sarcasm, is inappropriate. Low poly doesn't means ugly.
+0 / -2


3 years ago
Any critique from a user going by the handle "SirCockAndBalls" using phrases like "LGBT lasers" is bound to be picked up as joking or an attempt at antagonism.

Anyways, PR when?
+2 / -0
3 years ago
We all have our preferences. For me personally, the visual design of this game is one of the reasons I kept on playing it and I wouldn't be too happy if it just changed. I guess there is just something that does it for me. However, if you really don't like it, you are free to make your own models, ZK is open source after all.
+2 / -0
3 years ago
An attempt to perceive criticism based on the personality of the opponent and on the emotional component is incorrect and subjective.
PS IDK how to quote, lol.
+0 / -1
3 years ago
Luckily I'm half blind, so zk looks ok
+3 / -0


3 years ago
Going from sc to zk involves transcending several orders of magnitude for budget and resources. ZK relies on volunteers to maintain code. We probably don't have the resources to hire one entry level position for 3 months. Understand most of our budget goes to keeping the lights on (afaik). We're completely free while supcom had a $20 entry fee.

ZK was built on no budget. Only on the backs of a handful of people maintaining and building on code.
+4 / -0
I understanding it. I just marked the problem.

Idk how about worldwide, but in my country found a competent designer is much easy than find a competent game engine developer.
Its known common to all open source project issue. Developers never cared about visual design or styling.
+0 / -0
Firepluk
quote:
PS Its ok, what the community does not understand the reason of topic or considers it to be incorrect. Survivor's mistake.
Above, I wrote the reasons why the community did not get 3 TA\SC fans in its ranks today. Unfortunately, to investigate how much it has not received for all the time, I have no competence and this is not my task.

If some player wants to join zk solely for shiny && sleek designs and booms I'd argue it's gonna be a poor addition to zk community ^_^
For me ZK is the best RTS that has ever been created - incredible depth, lively interactions and decent performance on good hardware considering the scale(ye go find another 16v16 RTS that plays above 5 fps) and realtime nature of the game
+14 / -0

3 years ago
Fix it then @SirCockNballs.
+1 / -0
3 years ago
Having a consistent visual theme requires having lore to explain why your units look the way they do. Zero-K has no real lore, recent campaign shenanigans aside. Being made out of free contributions from various individuals also makes it hard to keep a consistent visual theme.

In terms of the quality of individual unit models, I find them pretty good.
+1 / -0

3 years ago
quote:
Zero-K has no real lore


Yes it does.
+0 / -0
3 years ago
Can't say I have noticed it outside of some recent story blurbs in campaign mode. Other than that I know it used to be divided across two thematic factions, but that idea was long abandoned.
+0 / -0

3 years ago
You could say the lore is all the planet wars past, the rise and fall of man, the empire, free machines, galactic power grabs, fights between the last humans, the transhumans, pure machines and all in between. and the factories represent the chief technologies that fought and survived well enough to still be worth producing as sentience wastes time sipping on the last dregs of the galactic cup of entropy.
+1 / -0

3 years ago
I say the forum and the software repository is canon to the lore, and that the story breaks the 5th wall.
+1 / -0
If some player wants to join zk solely for shiny && sleek designs and booms I'd argue it's gonna be a poor addition to zk community ^_^
For me ZK is the best RTS that has ever been created - incredible depth, lively interactions and decent performance on good hardware considering the scale(ye go find another 16v16 RTS that plays above 5 fps) and realtime nature of the game


"To emotions" call + "We only wins from this" + iniquity. Russian rhetoric combo =).
Not unique. Wargame:RD has a 10x10 battles with highest scale and "controlled" units count. And not lesser tactical deepnes. (Good night, sweet prince).
Not any benefit a bit from a smaller community. Name one?

Fix it then RUrankSirCockNballs.

If only i could. Im not an artist.

Having a consistent visual theme requires having lore to explain why your units look the way they do.

No it doesn't. I don't remember TA lore well, but as i do, there is no any good reason why units look as they are. But TA looks better, no, seriusly =) (I see, what some models were "imported", but FFS look at TA solar panel and imported, and throw a rock if ZK version looks better.).

SC also has no any reasons why UEF is blue smooth square, CYB red shark triangle and the AEN is green bulging sphere. Its just soft sci-fi style.

PS im always thinks what TA lore was inherited.
+0 / -0
3 years ago
SC visual design reflects the philosophies/thematic of the given factions.
+0 / -0
What sucks is feeling like the game and community are being judged based solely on visual design, when there are so many other factors that make Zero-K a great game. The community has put in a lot of effort in creating an RTS with interesting and varied unit design, fluid controls, and tactical gameplay with fewer fruitless clicks and a lower barrier of entry. Especially when the game is free/open source with low budget, and the person judging is making their decision based on spectating a game, without playing and experiencing the difference.

I see your point in saying the poor visual design is driving away new players, but at least please be more respectful in presenting your opinion. You even said
quote:
PS IDK how to quote, lol.

just to point out that you didn't bother even to glance at or CTRL+F the formatting guide (right at the bottom-right corner of the text box when you post a comment!), but you wanted to point out you thought about doing it anyway...

TL;DR Sorry the visuals suck. Wish you would have given it a little more of your time.
+1 / -0
Im not your foe, but also im not in your ranks, for now at least.
Im just one of hundreds or thousand people, who found this project from steam or etc.
But also i am big TA\SC fan, and wish only success to the heir, thats why i am here, instead of scroll next.

As i say, you cant see the design problems, just because "survivorship bias" — if you seen, you would never play. How often you write in "bad game" community forum - "Hey guys, i think you have a problem here?" Huh?

Anyway, im trying to prove it in other way.
I have not much here, just 3 TA\SC fans, tired of FAF bugs.
All 3 has decline to play, only cause of visual design.
Yes its not statistics, even close. But it is all i have.

To resolve the problem, you must know about it, at least.
I dont know, do you want to solve the problem, will you do it and how. I just notified you.


What sucks is feeling like the game and community are being judged based solely on visual design

It is how this world works. If im die before this project ends, i ask the god about it.

Sorry the visuals suck. Wish you would have given it a little more of your time.

Not all visual. But design. There are many beautiful games with much lesser poly budget. This problem is common, when the game is developed only by programmers.

Wish you would have given it a little more of your time

Not now =(. If this project would ever rise funds for redesign, i will contribute.

Show respect
Offense is a better way to attract attention, even in risk to be banned. Prometheus knew what he was doing. =)
+0 / -0
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