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B1183408 2 on Crubick Plains v1.2 (Multiplayer)

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Date Editor Before After
8/26/2021 12:54:35 PMEErankAdminAnarchid before revert after revert
8/26/2021 12:53:13 PMEErankAdminAnarchid before revert after revert
8/26/2021 12:48:03 PMEErankAdminAnarchid before revert after revert
Before After
1 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. 1 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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5 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? 5 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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7 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. 7 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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9 (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) 9 (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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13 [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] 13 [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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15 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. 15 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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17 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". 17 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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19 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. 19 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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21 Having the action minigames trope is fairly ubiquitous in RTS, so i think there's value in subverting it. 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.