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I am creating a clan based on teamwork -- P1

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I really love this game and I think there's a lot of strategic depth, unfortunately I've noticed that real teamwork is often missing.

Today I am creating a clan in Zero-K based on 3 things:

Teamwork -- We seek to combine our forces in interesting team-based strategies that will help us win.
Maturity -- No team blaming, nagging, trash-talking, complaining, crying, just having fun as a team.
Inclusivity -- We welcome all ranks, casual and pro players.
+10 / -0
3 years ago
We would also like to make growing the game itself as a core part of the clan. That means we welcome, encourage and train new players.
+2 / -0
3 years ago
All are welcome to join us via Discord: https://discord.gg/kwrvknuqu8
+1 / -0

3 years ago
Lifting ZK to another level, so that competitive (small) team games can take place would definitely help to grow player base. People with some reach would need to promote the game on steam though. I had hoped that playerbase would explode after steam greenlight but s/h it did not happen. maybe the learning curve is too flat for most.
+2 / -0
3 years ago
Too complex for most but I am trying to get my clan into it.
+1 / -0
tbf the playerbase did at least double with Steam release relative to before it, and did have a 800-1000 concurrent player spike for a bit right after release.

Also, CArankRedEagle_P1, any plans to join tournaments with the team, or not yet?
+1 / -0


3 years ago
Best of luck, this is something I would love to see you achieve.
+2 / -0
3 years ago
Tournaments could be fun, however, most of us have jobs and work around them.

I have a clan of 900 Discord users, I am trying to get more and more of them to play ZeroK. It's not going to be a game changer but its just doing our part. I also feel that voice chat will help people get used to the game and learn it with us.

I'd love to make the chat active even if you are not in the clan, just to try to convert other users to the game. All are welcome to join us via Discord, non clan members too: https://discord.gg/kwrvknuqu8
+4 / -0

3 years ago
quote:
the playerbase did at least double with Steam release relative to before it, and did have a 800-1000 concurrent player spike for a bit right after release.


CArankAdminShadowfury333 I was not aware of that, as I became active again not until recently after several years break and it did not appear to me that the playerbase had actually grown.

I would wonder what the feedback was from the players who took a look at ZK after steam release but did not stay. Yesterday I have tried to contact some regular reviewers I follow on steam and ask if they would like to try out ZK and review it. Feedback I got was basically that it appeared very "niche".

I have never thought of ZK as a niche game as it should in principle appeal to people who also liked TA, Supcom, and Planitary Annihilation which were commercially developed games with some success.

My conclusion would be that there is not enough awareness of ZK among Steam users and that new players lack a point where to get into the game.

Teams all Welcome is certainly the worst place for new people to start ZK as it lacks the challenging and tense gameplay many RTS fans would seek and find in small teams competitive matches.

The campaign has been described as repetitive and somewhat tedious by a reviewer: The person appeared to like ZK in principle but not the way the magnitude of units are introduced in the campaign. That learning part could also be made easier by a community organised more around clan-based competition where experienced players may teach new clan/faction members.

Maybe PlanetWars would be a good way to motivate people to participate in that kind of small team fights. It would be nice to hear about the status of PlanetWars and if there are plans to reintroduce / further it.
+1 / -0
3 years ago
I think the biggest thing holding the game back are the graphics and the learning curve. Not that much to do about the learning curve.
+0 / -0