Loading...
  OR  Zero-K Name:    Password:   

Post edit history

Widgets vs Cheating

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
4/15/2020 9:00:54 AMGBrankAdminDeinFreund before revert after revert
4/15/2020 8:59:40 AMGBrankAdminDeinFreund before revert after revert
4/15/2020 8:58:47 AMGBrankAdminDeinFreund before revert after revert
4/15/2020 8:46:24 AMGBrankAdminDeinFreund before revert after revert
Before After
1 I agree with GoogleFrog on most points. Widgets do put an extra pressure on game development. Even though it must be annoying, especially when one person has to deal with it all, I think it still improves game mechanics from time to time. E.g. turrets firing over their range was a thing that could be abused before it was widgetized, but its widgetization made it bad enough to warrant a fix. I certainly prefer this over the situation where turret fights were decided by manual force-fire micro. 1 I agree with GoogleFrog on most points. Widgets do put an extra pressure on game development. Even though it must be annoying, especially when one person has to deal with it all, I think it still improves game mechanics from time to time. E.g. turrets firing over their range was a thing that could be abused before it was widgetized, but its widgetization made it bad enough to warrant a fix. I certainly prefer this over the situation where turret fights were decided by manual force-fire micro.
2 \n 2 \n
3 [quote] 3 [quote]
4 This paragraph isn't convincing anyone who isn't already a full cyborg. If you can't see that there is a difference between playing against a player and playing against a bot then you're going to have real trouble talking to half the people in this thread. 4 This paragraph isn't convincing anyone who isn't already a full cyborg. If you can't see that there is a difference between playing against a player and playing against a bot then you're going to have real trouble talking to half the people in this thread.
5 \n 5 \n
6 Eventually AI is going to become powerful enough for a widget ban to be required. What if such players swarm the matchmaker? Where do new players who want to play people play? 6 Eventually AI is going to become powerful enough for a widget ban to be required. What if such players swarm the matchmaker? Where do new players who want to play people play?
7 [/quote] 7 [/quote]
8 This is the part that makes ZK so interesting. Thanks to the integration of unit AI, I would say that everyone using it already is that "full cyborg". One of the first versions of my AI experiments that was able to contest CAI (not win reliably), was a simple factory on fight-move to the enemy corner with an eco-planner. Any player can replicate this using alt-area-mex + a factory on repeat. I bet that just a few good inputs like this at the beginning of the game will be enough to win some low level matches. You could hardly call playing against this playing against a human. 8 This is the part that makes ZK so interesting. Thanks to the integration of unit AI, I would say that everyone using it already is that "full cyborg". One of the first versions of my AI experiments that was able to contest CAI (not win reliably), was a simple factory on fight-move to the enemy corner with an eco-planner. Any player can replicate this using alt-area-mex + a factory on repeat. I bet that just a few good inputs like this at the beginning of the game will be enough to win some low level matches. You could hardly call playing against this playing against a human.
9 \n 9 \n
10 Our current set of controls is what we've become used to - what we call human/normal play, even though it would be considered blatant cheating in other games. So why does more powerful AI equal to us having to ban it? Where does powerful UI suddenly turn into bot? Why can't we eventually have a smart-attack command that tells units to prioritize specific targets, regroup with nearby allies or avoid porc? 10 Our current set of controls is what we've become used to - what we call human/normal play, even though it would be considered blatant cheating in other games. So why does more powerful AI equal to us having to ban it? Where does powerful UI suddenly turn into bot? Why can't we eventually have a smart-attack command that tells units to prioritize specific targets, regroup with nearby allies or avoid porc?
11 \n 11 \n
12 [spoiler] 12 [spoiler]
13 One thing to talk about here is that advanced automation commands could take away all of the player control. ZK automation has always been about trading control for automation. For example I hardly ever use the automatic retreat, because I don't find it effective for the amount of control it costs. Similarly with such commands it would be the job of the player to automate where they don't have the apm to act themselves, but continue using manual commands where they can be more effective. As long as humans are the ones programming AI, I believe there will always be situations where manual control trumps automation. We're nowhere close to that limit being reached in RTS. 13 One thing to consider here is that advanced automation commands could take away all of the player control. ZK automation has always been about trading control for automation. For example I hardly ever use the automatic retreat, because I don't find it effective for the amount of control it costs. Similarly, with improved commands it would be the job of the player to automate where they don't have the apm to act themselves, but continue using manual commands where they can be more effective. As long as humans are the ones programming AI, I believe there will always be situations where manual control trumps automation. We're nowhere close to that limit being reached in RTS.
14 [/spoiler] 14 [/spoiler]
15 Thanks to unit AI, you can see parallel fights on multiple fronts even at low levels. If it weren't for that automation, those players would not be able to control such a situation. Right now I think the main reason we don't see more fleas/dirtbags/[cheap unit] in late game is because their effectiveness/apm is too low. Otherwise I don't see why one wouldn't always have a few of them trying to poke through undefended holes and killing mexes. 15 Thanks to unit AI, you can see parallel fights on multiple fronts even at low levels. If it weren't for that automation, those players would not be able to control such a situation. Right now I think the main reason we don't see more fleas/dirtbags/[cheap unit] in late game is because their effectiveness/apm is too low. Otherwise I don't see why one wouldn't always have a few of them trying to poke through undefended holes and killing mexes.
16 \n 16 \n
17 So shouldn't we embrace our Cyborg nature that allows ZK games to be so expansive yet fluidly playable? 17 So shouldn't we embrace our Cyborg nature that allows ZK games to be so expansive yet fluidly playable?