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Title: Teams All Welcome Standard 32 (strike)
Host: USrankstrikeshadow
Game version: Zero-K v1.9.8.0
Engine version: 104.0.1-1544-ge1f249f
Battle ID: 1199725
Started: 3 years ago
Duration: 19 minutes
Players: 18
Bots: False
Mission: False
Rating: Casual
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- East has 2 nukes. 3 warheads in total.
- West has no antis.
- 1 nuke is launched.
- Players in east panic and resign without looking on map.


Play of the year folks.
+10 / -0

3 years ago
Scared to resign by your own nuke... That is another level of sillyness. Can we please disable voting for the lower 2/3-d elo in teamgames?
+2 / -0
3 years ago
I second this
+0 / -0


3 years ago
lmao
+0 / -0

3 years ago
nook warning could indicate if warhead is allied or nah.
+6 / -0


3 years ago
Then if the nukes launch simultaneously you could think you're not in danger.
+2 / -2
3 years ago
What goes around, goes around. First memes & semi knowledge screwed up in RL politics and entire societies. Now this condidioned behavior is coming back to the internet.

Now we just need to find out how to trigger this reflex, without even having a nuke lunched anywhere. :)

quote:
nook warning could indicate if warhead is allied or nah.

Don't put the cat into the microwave!!!1
+0 / -0

3 years ago
quote:
Then if the nukes launch simultaneously you could think you're not in danger.


Just display:

- 1 Allied nuke launched
- 1 Enemy nuke launched

at the same time then.
+5 / -0


3 years ago
I think this might be a problem located between screen and chair, rather than with the game's interface
+2 / -0

3 years ago
Ivory you are right, but that change would not just be there for this specific situation.
Everytime in clusterfuck: Nuke launched, "ours or theirs?" zoom out, search for warhead. This change could save us that time.
+3 / -0

3 years ago
When your team launches a nuke, it should automatically start a resign poll so that the other team cannot resign, and must take a nuke in the face.
If it leads to more of these games then :shrug: ;)
+1 / -2
quote:
nook warning could indicate if warhead is allied or nah.


FW fixes this by removing the warning for allied launches entirely. It took some conditioning to learn "no warning == allied launch", but it seems to have worked quite well so far. Some additional UI work could be added to warn players of incoming allied nuclear threats for extra reinforcement.

This results in the following behavior:

Allied launch:
- Nuclear launch sound
- No additional sounds
- No GUI warning

Enemy launch:
- Nuclear launch sound
- "Warning: Nuclear threat detected" advisor sound
- GUI nuke alert displayed.
- Potentially revealed nuclear silo/missile silo. (later added)

I specifically did this because I found the nuke warning to be distracting in team games when it was an allied nuke (See DErankkatastrophe's post) and widgets can easily watch allied command queues/etc for launch behavior. I considered this an unacceptable attention sink and removed it in v0.20.36 (June 10th, 2021).

quote:
When your team launches a nuke, it should automatically start a resign poll so that the other team cannot resign, and must take a nuke in the face.


Meme "suggestion" or not, removing player agency and forcing them to sit through 20-30 seconds of potentially chainable events is just pure terrible design. Players are the lifeblood of a video game. Their will/attention should be respected. If the majority of the collection of players want to stop playing they should be granted that wish. Abuse their attention/agency, and you will lose it from frustration.

Ultimately this is a question of "do you want a few second frustration from a single player not getting to watch their shiny toy they spent the entire game stealing reclaim from allies/noncontributing or do you want multiple people to have multiminute long frustration from having to deal with a bs system that has robbed their ability to make a decision to quit the game en mass and start a new game" -- one of these options has a far higher likelihood of players quitting. This is a selfish wish being honest: the allies on the team gain no benefit from watching the nuke, enemies gain negative benefit being forced to watch and unable to resign/end the game they think is over, and the only one who benefits is the one who made the nuke who gets an internet picture. The small insignificant gain here is offset by the negatives.
+1 / -0
3 years ago
That's an interesting angle. Assuming the nuke warning interface has the same look and feel for both FW and upstream, I wonder if people became conditioned to resigning when they saw a nuke warning?
+1 / -0