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I seem to have a different opinion than a lot of others here. I don't like automation tools. If one player has a useful widget that the other player does not have, that seems unfair to me. Furthermore, if a game has "redundant" tasks, they are there for the player to do. If players just use a widget to handle a redundant task, then why is that task even in the game?
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I seem to have a different opinion than a lot of others here. I don't like automation tools. If one player has a useful widget that the other player does not have, that seems unfair to me. Furthermore, if a game has "redundant" tasks, they are there for the player to do. If players just use a widget to handle a redundant task, then why is that task even in the game?
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Ultimately, I like the raw player vs. player aspect of RTS games, not player+widgets vs player+widgets. Granted, this might just be an appeal to a different kind of game than Zero-K wants to be. Look at Starcraft. There are redundant tasks that must be done, such as building supply structures and building units without a queue. These tasks are not automated, which introduces a new point of skill to the game. One player may be awesome at micro, while another player never gets supply blocked, and another player has impeccable macro. With everything automated, these possible areas to gain an edge on your opponent disappear. Of course, this is probably what Zero-K wants. Instead of worrying about supply and constant worker production, players have to focus on not excessing metal, not stalling energy, and reclaiming. In my opinion, widgets that handle these tasks for the player remove possible ways for a player to outplay their opponent, and I do not like it. Not one bit.
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Ultimately, I like the raw player vs. player aspect of RTS games, not player+widgets vs player+widgets. Granted, this might just be an appeal to a different kind of game than Zero-K wants to be. Look at Starcraft. There are redundant tasks that must be done, such as building supply structures and building units without a queue. These tasks are not automated, which introduces a new point of skill to the game. One player may be awesome at micro, while another player never gets supply blocked, and another player has impeccable macro. With everything automated, these possible areas to gain an edge on your opponent disappear. Of course, this is probably what Zero-K wants. Instead of worrying about supply and constant worker production, players have to focus on not excessing metal, not stalling energy, and reclaiming. In my opinion, widgets that handle these tasks for the player remove possible ways for a player to outplay their opponent, and I do not like it. Not one bit.
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