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On resigning

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12 years ago
Watch this: http://www.swtor.com/holonet/galactic-history , Battle of Bothawui. That is where i got my inspiration to never surrender. Point is, if you can still do something, game is not over. I see too much ppl simply getting into torpor when their plans get thwarted. Rallying, emergency defence, last stand - these words are lost on them.
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12 years ago
You can say what you like about them but some people just don't like playing until they are down to mexes and solars. Remember that this is a game, it is meant to be enjoyable, for a lot of people it ceases to be enjoyable when it is no longer a contest.
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12 years ago
There's a difference between resigning when the odds start becoming slightly unfavourable and pointlessly prolonging the game by, for example, digging a shaft with your com and stuff like that. Last stands usually only serve to prolong the game, wasting time when you could be playing another match
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12 years ago
It depends on the context. If you are in a tournament game, or a teamgame where only you are weakened, then do everything you can to get back in. In general play, particularly non-tournament 1v1, you are just wasting your opponent's time, which is quite rude.
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12 years ago
quote:
I cant even relate to the Playing On mindset, not even a little.

The game is fun while it is a competition. It ceases to be fun once it becomes a process to be completed - like watching a Coup de grâce cutscene that can last 20 minutes.

My mindset is - if we immediately finish this game in which one side has indisputably won, we can then immediately begin a new game, in which both sides have an equal chance of winning. There is no reason to endure the long follow up to final victory, because achieving the position where the other side resigns IS the victory!

Where is the entertainment of watching your units shoot solars and closed razorkisses for ten minutes while the other team afk until the game technically completes?

The only - ONLY - people I can see arguing in favoor this are very new or very poor players, because these demographics are generally so poor at the game that the only time they are controlling a significant number of units that are destroying enemy units is when their allies have destroyed all resistance and they are just spamming units with an endgame economy and firing at defenceless structures. There is no entertainment here for anyone who has got over the basic mechanics of the game.

I might add that the main demographics that complain about this sort of thing are players that do not grasp the bigger picture in a teamgame - that focus on their 'lane' to the exclusion of all else, and then become upset when their defeated team resigns while they are winning 'their game'.

If such players were to view the bigger picture, it would occour to them that their lane is shortly going to be crushed from all sides and they have a 0% chance of breaking out, destroying the enemy bases and winning without their team.
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12 years ago
If one player (on team 1) is winning their "lane" then it might still worth trying because if the rest of team 1 can hold out until that player has won their lane then team 2 will have to chose between relaxing pressure on the rest of team 1 or having their bases destroyed by the player who won his lane, so team 1 could still win. It is unlikely but possible and if it does work then it will be fantastic for team 1.
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12 years ago
GBrankTheSponge then at that point the game is not decided. If a team could still do something to win

While I agree with what USrank[GBC]1v0ry_k1ng quoted it is of course possible to resign too early. If you are at your 'last stand' then you should resign. I see teamgames in which someone loses their 'lane' or commander and calls a resign when the game is far from over, sometimes these votes pass.
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12 years ago
And what happened next, well in whoville they say, zero-k player's balls grew 3 sizes that day.

I would like to take this moment to point out that there are several perpetually empty rooms to join if you dont want to wait for the game to end.

Dont resign your team because you dont want to play, just resign yourself. Go join another room. 9/10 times my team resigns I am convinced that with a little luck and planning I can turn the game around. 7/10 times a resign vote fails without my support, I do.

Unfortunetely, the enemy usually resigns at this point before I can crush them.
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"wasting time when you could be playing another match"

This seems to be the dominant, flawed philosophy. In my mind, "wasting time" means building powerplants, defenses, radars, morphing comm, etc all the stuff leading up to the later phase of the game where cool stuff happens. This is a game, and at some point you need to ask yourself what you want to spend your time doing. Consider that this game can be viewed as taking on 4 phases:

phase 1: base building, scouting, raiding, land grab. This is a long and boring phase imo unless youre raiding and/or trolling noobs. Power is always low, everything takes forever to build, cannot afford anything, teamplay is rare.

phase 2: tank rushes, shieldballs, troll comm reigns, commander assassination schemes, overrunning porc lines, doubleteaming tactics, battles for air/sea supremacy, minefields, deep penetration raids, flanks, ambushes, battles for reclaim fields, general all round awesomeness. This phase rocks about half the game's cool features and is sweet, but its usually tragically short as one team will take the upperhand here and the other team will resign.

phase 3: heavy porc fortresses, artillery barrages, scuttles and snipers, elaborate terraforms, eco building, infiltration schemes, large scale tank/bot battles and heavy air raids, tacnukes, strongest units from factories become affordable and people are either spamming or building eco/superweapons/superunits. This is like phase 1 but less lameness while preparing for the second game in phase 4. Unfortunately, this phase is often just a waste of time for half the players because one team will usually resign about halfway through it when someone's scheming works and breaks a porc line or encircles an army, or a rushed nuke or dante hits.

phase 4: nukes, singus, uberspam, massive striders and battleships, the map becomes a wasteland of razors kisses sticking out of craters and the land is infested with ultimatums. asteroids fall from the sky, construction crews desperately pile dirt to block lazor beams reflected off satellites. This is the best phase of the game. I have played it once in the last month.

some people like playing phase 1 all the time - because they cant stand playing a losing battle in a later phase. failure created a defeatist attitude and obvious weakpoints in the enemy defense go unnoticed. "oh woe is me they out eco us!!!" but you dont realize theres no defenders blocking a scuttle from hitting that singu and with it half of their base. Just bicker amongst yourself about who is the biggest noob responsible for the failure and then resign.
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12 years ago
dont get me wrong, if you have no eco and nothing to fight with, and no one on your team does either or is making any progress or planning anything - yes, then its acceptable to resign. But if you havnt even lost a comm or a factory, resigning is just admitting youre a loser.
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USrankCrakKCRacKKrAkK: For team games, you are right, at least when the team as a whole still has a fighting chance. For 1v1 games, it is a waste of time to hunt down every last thing. After the first time─which is basically the venting of all the pent-up frustration from your initial 50 losses─it is not satisfying to smash every last thing your opponent built. It's boring to have to knock out every little powerplant and shield generator when your opponent has lost and knows it. The rudeness comes from forcing your opponent into such boredom, and is only at all acceptable in tournament play when there is still a sliver of hope for the losing player.
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12 years ago
Agreed. But players should receive a "cowardice badge" if they vote for resign imo
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12 years ago
Play FFA instead.
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12 years ago
hey man, dont tell me what to do, man.
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12 years ago
Exactly! Instead of trying to force teammates to play a certain way, play the game mode where you find exactly what you want.
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12 years ago
quote:
This seems to be the dominant, flawed philosophy. In my mind, "wasting time" means building powerplants, defenses, radars, morphing comm, etc all the stuff leading up to the later phase of the game where cool stuff happens. This is a game, and at some point you need to ask yourself what you want to spend your time doing. Consider that this game can be viewed as taking on 4 phases:

phase 1: base building, scouting, raiding, land grab. This is a long and boring phase imo unless youre raiding and/or trolling noobs. Power is always low, everything takes forever to build, cannot afford anything, teamplay is rare.


The first 5 minutes of ZK teamgames is when combat is most effective and highly microed, by good aggressive players. You dont need an endgame economy to make attacks and ZK fighting generally begins after the first 2 minutes.

The endgame is comparatively static - lots of nubs sitting behind porc castles while rafal or wolas make a nuke and kill them. YAWNAGE
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12 years ago
Yeah, the passivity of noobs forces all players to be passive, as a single aggressive player will just get dog-piled by the enemy and make no progress.
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12 years ago
Missing the point of large games. Theyre not meant to be over quick. Theres a lot of people playing, so it goes on a long time. If youre defeated early, the polite thing to do is to go play another game, rather than demand everyone end the current one.

This game is not a competition where the objective is to make the game as short as possible and cycle through every map in the whole game in in session. Some people enjoy playing the porcy, superweapon laden late game.

Thats why over half the units in the game are porc/superweapons
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I think you misinterpret a lot of the dev's intentions...

The game is supposed to be played VERY aggressively, especially at the start, also team in games.

The landgrabbing fase is one of the most important faces of the game. More ground is more eco is better chance to win. The experimentals/nukes are not a goal on their own. They are there to ensure a game can end when it has gone into a stalemate. It allows a team witn a huge economic lead to end the game without taking too much risk. (not to mention the LOL factor of those things)

The first units that compete for the first mexes are more important than you think. Hunting down enemy mexes with raiders (also in team games) is a lucrative business.
If the game is too crowded for this type of play than you are playing ZK wrong (hate to say it, but 75% of the team games are too big or their maps too small)
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As a person who designed all of that, no, it's not Crakk.

There are 11 factories with around 10 units, and only 1-2 of those per factory are over 1k cost. There are over a hundred mobile units, and 15 true superweapons (counting everything in the mech factory and statics from behemoth up).

An aggressive game can go on for a very long time and definitely get to late-game weapons (In about the proportion that they make up the number of units in the game). But it's just more interesting in the meantime.
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