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Do you notice any "Foot Guns" & "Soft Fails" for noobs, or even for elites?

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4 months ago
For those that don't know, a foot gun is a feature added to a product that makes it easier for the user to shoot themself in the foot. I don't know if that's too American, I don't know what the origin of that is, but basically, the idea being: if a gun is too easy to fire, you put it on your hip and you're trying to show off and it goes off and you shoot your foot. Things should be safer than that. You should try to make it hard for someone to actually do something that terrible.

And finally, avoid soft fails. So, soft fails might be something that you're not familiar with. But basically, a hard fail is something likeā€”no, you're not allowed to access this. I'm definitively telling you no, that's not allowed.

The opposite of this, according to "Designing Interfaces" by Jenifer Tidwell, is "Safe Defaults."

I was watching a game, recently, and saw a new player build a singularity instead of a regular fusion. It was killed quickly.

Many such cases.

It's one of the reasons I think it's good that the strider hub has some prerequisites to build, beyond just avoiding the excessive "drollfests".

There's a reason, in UI design, that choices that entail more risk are left behind an "advanced" button.

https://news.ycombinator.com/item?id=17393292

https://en.wiktionary.org/wiki/footgun

"Soft Fail" are also cases where it's easy to make mistakes that don't give quick feedback.

What are your favorite "foot guns" and "soft fails" that you've seen? Mistakes that are easy to make.

My "soft fail" has always been building too much E. And sending in attack forces without micromanaging them.

My foot gun used to be building heavy units and not "guarding" them with raiders or riot units, or just not manually kiting in general.
+2 / -0

4 months ago
some foot guns I'm aware of:

Lobster selected with army can lauch army unintendedly by issuing attack command or set target command.

Players can build a lot of phantoms or scuttles or other energy draining things and cloak has a naturally higher priority than spending metal, so metal bars can fill and overflow in 1v1 cause people only tow the line on energy production.

some units in the game are naturally more prone to friendly fire just because of the nature of the weapon. I'm talking about pyro, I've seen 2 pyros kill eachother attempting to kill an llt cause they both picked opposite sides, and they shot through the llt into eachother. To death. This happens when things walk in front of allies, like lance, phantom, grizzly, etc.

Bulkhead, when it sets to fire a blob on fight move, can very easily obstruct other bulkhead's guns. you have 10 bulkheads, but a fight command to a point leads to only 3 or 2 firing cause they block each other. This goes for Nimbus as well, players easily lose out on dps due to their intuition leading to blocked firing lines between your guns and your enemies. A tip on nimbus, when you have a ball of greater than 8 nimbus, toggle on gunship strafe when you end up in a huge ball so they spread out and get more clear lines of fire.
+3 / -0

4 months ago
foot gun : efficient but explosive economy (namely singularity reactors and adv geothermal)
[Spoiler]

I disagree that it is a flaw in design, though. It provides an interesting trade-off between efficiency and safety.
+1 / -0

4 months ago
In old Zero-K you need level up your account to unlock access to advance, heavier factory and economic resource, (online mode, local play is not restricted, so player can test those stuff in offline skirmish). I think that is the proper "Foot Guns" guard to ensure newbie not to make them in team game just "out of curious" or "heroism move". However, this restrict has been removed. Recently added restriction is FAR from enough, because lobster will just make storage to steal team resource, just to fulfill their own propose on team game, and make me very disappointed.
+1 / -0
4 months ago
quote:

Lobster selected with army can lauch army unintendedly by issuing attack command or set target command.

This is not only a foot gun for new players, I suicided like 2 or 3 grizzlies this way during that past month (wasn't that familiar with a lobster before).
+0 / -0
This whole game??? Thats what makes it so cool.
For example:

quote:
And sending in attack forces without micromanaging them.


In 1v1 you might also lose because you micromanaged too much, neglecting your builders/expansion/eco...

Basically everything is op under the right circumstances and completely sucks in others.
+2 / -0
4 months ago
> This is not only a foot gun for new players

Implicit in the definition of a "foot gun" or "soft fail" is that the feedback loop is not there, and that it affects new players most, who aren't as wary of such traps.
+0 / -0


4 months ago
The Lobster one was solved a week ago https://github.com/ZeroK-RTS/Zero-K/commit/5d9445597038319df6b325a70ee998d29121fc9b

The dual command was always a bit of a test that needed a decision one way or the other.
+3 / -0
4 months ago
IMO the "Avoid bad targets" thing I found was a massive help for me with my Racketeers and Impalers.

I can't think of anything the physics engine has done to me that'd count as a bad default, but maybe I just think in terms of a Valve-style physics engine, now.

They'll catch me reflexively arranging my marines in a line in StarCraft, next, I guess, so that they all have line of sight to the target.

Or pressing shift on SCVs and cursing.
+0 / -0
4 months ago
Also, IDK if this is the case, but I have noticed my Racketeers seem better at prioritizing the "best" targets, lately. Unit-AI win.
+0 / -0