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ZK is an old game that's gone through a lot of mechanics changes, some of these have left the visual effects and models out of sync with the in-game effects.
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ZK is an old game that's gone through a lot of mechanics changes, some of these have left the visual effects and models out of sync with the in-game effects.
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This is a thread for gathering problems with ZKs current look-and-feel in the hopes that some of them might be solvable with a small mount of work.
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This is a thread for gathering problems with ZKs current look-and-feel in the hopes that some of them might be solvable with a small mount of work.
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To start off I'll list some things that surprised me when I started playing (where I thought of a possible fix I've put it in [i]italics[/i]):
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To start off I'll list some things that surprised me when I started playing (where I thought of a possible fix I've put it in [i]italics[/i]):
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* The Lotus' beam looks much much more damaging than it actually is. A bright, thick, blue-white oscillating beam that has an impressive hit effect (a large white patch with a blue glow and a ton of sparks going everywhere) looks like it should be doing at least 300dps, but instead it does less than the little pew pew lasers of the bandit or the old commander. [i]Maybe switch the color to red, make it thinner and change the hit effect?[/i]
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* The Lotus' beam looks much much more damaging than it actually is. A bright, thick, blue-white oscillating beam that has an impressive hit effect (a large white patch with a blue glow and a ton of sparks going everywhere) looks like it should be doing at least 300dps, but instead it does less than the little pew pew lasers of the bandit or the old commander. [i]Maybe switch the color to red, make it thinner and change the hit effect?[/i]
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* The Fencer's missiles are almost indistinguishable from a Picket's but do a mere 40% of the damage.
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* The Fencer's missiles are almost indistinguishable from a Picket's but do a mere 40% of the damage.
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* The Bouy's very blocky and solid appearance suggests a tanky unit that can take a beating, but it's actually pretty fragile, particularly for its cost.
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* The Bouy's very blocky and solid appearance suggests a tanky unit that can take a beating, but it's actually pretty fragile, particularly for its cost.
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* The Crab's armored form really doesn't suggest a 75% reduction in damage taken, 20% would be about right. [i]Perhaps having extra panels slide into place around it when armored up might work?[/i]
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* The Crab's armored form really doesn't suggest a 75% reduction in damage taken, 20% would be about right. [i]Perhaps having extra panels slide into place around it when armored up might work?[/i]
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*
The
Shockley's
blast
wave
becomes
invisible
less
than
1/3rd
of
the
way
to
it's
final
damage
radius
and
takes
and
unintuitively
long
time
to
finish
expanding.
[i]Just
making
it
visible
would
help
a
lot
I
expect,
though
a
speed
increase
would
not
be
uncalled
for.
[/i]
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*
The
Shockley's
blast
wave
becomes
invisible
less
than
1/3rd
of
the
way
to
it's
final
damage
radius
and
takes
an
unintuitively
long
time
to
finish
expanding.
[i]Just
making
it
visible
would
help
a
lot
I
expect,
though
a
speed
increase
would
not
be
uncalled
for.
[/i]
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* The Ravager's long, thin canon suggests a small, fast moving, flat trajectory bullet, rather than a big, slow arcing bullet. Similarly Minotaur.
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* The Ravager's long, thin canon suggests a small, fast moving, flat trajectory bullet, rather than a big, slow arcing bullet. Similarly Minotaur.
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*
The
Thug's
damage
output
was
exceptionally
disappointing,
given
it
looks
like
it
should
do
twice
as
much
damage
as
a
Ravager.
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*
The
Thug's
damage
output
was
exceptionally
disappointing,
given
the
model
looks
like
it
should
do
twice
as
much
damage
as
a
Ravager.
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* The Sling's stubby cannon suggests a mortar: a short ranged, high arc, high AoE shell. It's long ranged, flat arc and no AoE.
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* The Sling's stubby cannon suggests a mortar: a short ranged, high arc, high AoE shell. It's long ranged, flat arc and no AoE.
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* The huge guns of the Ronin, Knight and Sling all do far less damage than might be expected from such beefy looking hardware.
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* The huge guns of the Ronin, Knight and Sling all do far less damage than might be expected from such beefy looking hardware.
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* Thug, Siren, Envoy and Ogre don't seem to take advantage of their dual guns properly. Firing from one gun then the other with large gaps in between shots rather than two shots closely spaced (like a Minotaur) as might seem intuitive.
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* Thug, Siren, Envoy and Ogre don't seem to take advantage of their dual guns properly. Firing from one gun then the other with large gaps in between shots rather than two shots closely spaced (like a Minotaur) as might seem intuitive.
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* A number of units have turret turn speeds only slightly faster than their actual turn speed, this can leave them dancing in place or taking a frustratingly long time to actually fire when ordering a turn. The worst offender is Firewalker, but I also noticed Minotaur because I used to use them a lot (current Cyclops also has this issue).
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* A number of units have turret turn speeds only slightly faster than their actual turn speed, this can leave them dancing in place or taking a frustratingly long time to actually fire when ordering a turn. The worst offender is Firewalker, but I also noticed Minotaur because I used to use them a lot (current Cyclops also has this issue).
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* The Detriment's Gauss canons afterimages look like lasers rather than the aftereffects of a fast projectile due to how long they last. They also extend past the actual point of impact.
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* The Detriment's Gauss canons afterimages look like lasers rather than the aftereffects of a fast projectile due to how long they last. They also extend past the actual point of impact.
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* The Minotaur has a lot more hp than it's size and model would suggest. Though there's a more general issue here: Put a Minotaur besides an Ogre, Siren, Jack, Grizzly, Buoy, Shogun and Paladin (and Dante) and ask someone who hasn't seen Zero K before what they think the relative hp ratios of these units are. [i]Siren's model and size are essentially incompatible with its current mechanics and would ideally be changed. Paladin needs to be at least twice its current volume and Dante could also use a size boost. A retexturing and shrinkage of Shogun might help a bit. I'm unsure what to suggest for the others.[/i]
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* The Minotaur has a lot more hp than it's size and model would suggest. Though there's a more general issue here: Put a Minotaur besides an Ogre, Siren, Jack, Grizzly, Buoy, Shogun and Paladin (and Dante) and ask someone who hasn't seen Zero K before what they think the relative hp ratios of these units are. [i]Siren's model and size are essentially incompatible with its current mechanics and would ideally be changed. Paladin needs to be at least twice its current volume and Dante could also use a size boost. A retexturing and shrinkage of Shogun might help a bit. I'm unsure what to suggest for the others.[/i]
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And one more that only been annoying me recently:
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And one more that only been annoying me recently:
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* The Cyclops' slow beam looks almost exactly like a Constable's slow beam, but come from the tiniest weapon in the game and does an order of magnitude more damage. [i]Giving the Cyclops beam something other than a plain purple appearance may help somewhat. Making the mini turret a lot bigger and putting it on the frontal area of the tank will also help.[/i]
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* The Cyclops' slow beam looks almost exactly like a Constable's slow beam, but come from the tiniest weapon in the game and does an order of magnitude more damage. [i]Giving the Cyclops beam something other than a plain purple appearance may help somewhat. Making the mini turret a lot bigger and putting it on the frontal area of the tank will also help.[/i]
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Thoughts?
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Thoughts?
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