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Theoretically, the ease and popularity of mods provides ample opportunity for widgets to be tested in real-play situations while not requiring them to be allowed for permissionless inclusion into stable-game matches.
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Theoretically, the ease and popularity of mods provides ample opportunity for widgets to be tested in real-play situations while not requiring them to be allowed for permissionless inclusion into stable-game matches.
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Tangential: Is the issue bounded by agency of control? Would the personal-widget-hating crowd also dunk on private UI widgets if their existence was exposed?
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Tangential: Is the issue bounded by agency of control? Would the personal-widget-hating crowd also dunk on private UI widgets if their existence was exposed?
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A good example here would be the attrition counter which theoretically gives you a noticeable yet subtle ability to read the game on a different level. Being an UI and not AI thing, it or a similar tool would be mostly unnoticeable until revealed via release or blown by a casual mention of inhumanly precise realtime statistics.
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A good example here would be the attrition counter which theoretically gives you a noticeable yet subtle ability to read the game on a different level. Being an UI and not AI thing, it or a similar tool would be mostly unnoticeable until revealed via release or blown by a casual mention of inhumanly precise realtime statistics.
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(And as a matter of fact, that's how it went: the thing was in private and limited use for a long time before bugs got ironed enough for merge)
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(And as a matter of fact, that's how it went: the thing was in private and limited use for a long time before bugs got ironed enough for merge)
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[q]These apm sinks I would argue are the very opposite of tedious, they're the clutch attention trade-offs we leverage to defy the odds and get victories most other players recognize and celebrate. They're also often necessary strategies to compete with factory RPS, or "logical unit escalation RPS".[/q]
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[q]These apm sinks I would argue are the very opposite of tedious, they're the clutch attention trade-offs we leverage to defy the odds and get victories most other players recognize and celebrate. They're also often necessary strategies to compete with factory RPS, or "logical unit escalation RPS".[/q]
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This sounds like the RTS genre having an action sidearm, which to be fair is a strong trope. Certainly, for me ZK would be less fun without the action minigames.
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This sounds like the RTS genre having an action sidearm, which to be fair is a strong trope. Certainly, for me ZK would be less fun without the action minigames.
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At some level of abstraction, i think this reads as "RTS games are games about thinking fast about strategy. Some of them allow you to think fast about tactics to rescue your mistakes made when thinking fast about strategy".
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At some level of abstraction, i think this reads as "RTS games are games about thinking fast about strategy. Some of them allow you to think fast about tactics to rescue your mistakes made when thinking fast about strategy".
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But they're not necessary either, and they do come with a tradeoff if you [i]have[/i] to think about individual projectile trajectories while you would rather think about strategy because that level of micro is mandatory and your units will fail 10 to 1 or worse, unless you can pay the APM tax.
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But they're not necessary either, and they do come with a tradeoff if you [i]have[/i] to think about individual projectile trajectories while you would rather think about strategy because that level of micro is mandatory and your units will fail 10 to 1 or worse, unless you can pay the APM tax.
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Having
the
action
minigames
trope
is
fairly
ubiquitous
in
RTS,
so
i
think
there's
value
in
subverting
it.
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21 |
Having
the
action
minigames
trope
is
fairly
ubiquitous
in
RTS,
so
i
think
there's
value
in
subverting
it.
But
also,
i
get
the
impression
that
everyone
agrees
on
that,
which
is
great
-
now
we
just
have
to
decide
if
we
want
to
pay
the
headache
tax
of
it
being
initiated
permissionlessly.
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