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Zero-K FAQ

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Date Editor Before After
2/3/2016 11:52:43 PMCArankAdminShadowfury333 before revert after revert
2/3/2016 11:48:50 PMCArankAdminShadowfury333 before revert after revert
Before After
1 This looks pretty good, pretty much what I would have written. The only thing I would have mentioned is that the game feels a lot like classic C&C games due to the pace and type-counter-oriented design. Granted ZK is much less type-counter focused than the old C&C games. 1 This looks pretty good, pretty much what I would have written. The only thing I would have mentioned is that the game feels a lot like classic C&C games due to the pace and type-counter-oriented design. Granted ZK is much less type-counter focused than the old C&C games. Frankly I'd be willing to describe ZK as a cross between Go, Supreme Commander, and Skullgirls ( or I guess Marvel vs Capcom games)
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3 My only issues are: 3 My only issues are:
4 1. Please clarify what you mean by slower than SC? Okay, the APM requirement is lower – though Glaives, Bandits, and Fleas scale well with APM – the game takes about half the time on the same maps. An LotV game on Xel'Naga Caverns (I know, old map, not in ranked pool, AFAIK no LotV ladder maps are yet ported to Spring) would probably take about 15-45 minutes after spending 90-120 seconds on buildup (even worse before LotV), while the 1v1 ZK game on Ravaged will take 10-30 minutes with 20-30 seconds of buildup. 4 1. Please clarify what you mean by slower than SC? Okay, the APM requirement is lower – though Glaives, Bandits, and Fleas scale well with APM – the game takes about half the time on the same maps. An LotV game on Xel'Naga Caverns (I know, old map, not in ranked pool, AFAIK no LotV ladder maps are yet ported to Spring) would probably take about 15-45 minutes after spending 90-120 seconds on buildup (even worse before LotV), while the 1v1 ZK game on Ravaged will take 10-30 minutes with 20-30 seconds of buildup.
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6 Speaking just as a commentator I've had to adjust my style a lot to work with the pacing of ZK, since there generally isn't time for play-by-play nor are there many minutes long buildups to a strategy. I'm often having to just let the action speak for itself while discussing, and as a result partially ignoring, what's going on. 6 Speaking just as a commentator I've had to adjust my style a lot to work with the pacing of ZK, since there generally isn't time for play-by-play nor are there many minutes long buildups to a strategy. I'm often having to just let the action speak for itself while discussing, and as a result partially ignoring, what's going on.
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8 2. I'd recommend using "strong command interface" rather than "good/strong UI". ZK's command interface is undeniably powerful and flexible, so calling it that is accurate, precise, and doesn't fall into any fights over quality or polish. "UI" is a broad term covering both the interface's power as well as its presentation, and UI presentation is more obvious than power. It's also a rope to hang yourself with given the sheer amount of buttons and parts to ZK's UI that SC doesn't have and which can be overwhelming and disorienting to new players. That less minimal approach ZK takes will easily be thrown in our faces if we draw attention to "UI" as a whole rather than "command interface" in particular, especially if we say "good UI" to people used to one specific UI from which ZK's differs on many points. It's too easy for that difference and the associated learning curve to be seen as bad UI rather than good UI if we don't carefully and specifically define the terms. 8 2. I'd recommend using "strong command interface" rather than "good/strong UI". ZK's command interface is undeniably powerful and flexible, so calling it that is accurate, precise, and doesn't fall into any fights over quality or polish. "UI" is a broad term covering both the interface's power as well as its presentation, and UI presentation is more obvious than power. It's also a rope to hang yourself with given the sheer amount of buttons and parts to ZK's UI that SC doesn't have and which can be overwhelming and disorienting to new players. That less minimal approach ZK takes will easily be thrown in our faces if we draw attention to "UI" as a whole rather than "command interface" in particular, especially if we say "good UI" to people used to one specific UI from which ZK's differs on many points. It's too easy for that difference and the associated learning curve to be seen as bad UI rather than good UI if we don't carefully and specifically define the terms.