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Eh, I didn't like unlocks at first. Now I think they are a good thing.
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Eh, I didn't like unlocks at first. Now I think they are a good thing.
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Most campaigns in RTS games these days do NOT allow you to build all units at first. Take SC2 for example: the campaign only allows you to build a couple units at start. Each mission unlocks another unit for you to learn 1-by-1. They usually make that mission more-or-less require whatever you have just unlocked. So in the mission you unlock the Siege Tanks, they design the mission to work best with siege tanks.
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Most campaigns in RTS games these days do NOT allow you to build all units at first. Take SC2 for example: the campaign only allows you to build a couple units at start. Each mission unlocks another unit for you to learn 1-by-1. They usually make that mission more-or-less require whatever you have just unlocked. So in the mission you unlock the Siege Tanks, they design the mission to work best with siege tanks.
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ZK, on the other hand, has a handful of missions that can't accomplish this goal. Because the missions sort of suck (sorry guys who have worked hard on them :( ) the only way to let people slowly learn units is to apply unlocks. I'm sure if we had a full mission set like SC2, we could choose to do away with unlocks and let newbies learn units in the missions.
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ZK, on the other hand, has a handful of missions that can't accomplish this goal. Because the missions sort of suck (sorry guys who have worked hard on them :( ) the only way to let people slowly learn units is to apply unlocks. I'm sure if we had a full mission set like SC2, we could choose to do away with unlocks and let newbies learn units in the missions.
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Lastly, all units can be unlocked within a couple days of playing. Custom commanders take a bit longer, but all the best players don't use them anyways. They're situational noobtraps that more often than not fail to make cost.
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Lastly, all units can be unlocked within a couple days of playing. Custom commanders take a bit longer, but all the best players don't use them anyways. They're situational noobtraps that more often than not fail to make cost.
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I should add that there are no pay-to-unlock features with ZK, which is what Edmund McMillen was talking about. The game is 100% free. I am currently the all-time top donor to the project (ignoring that Licho has paid for all servers since forever) and I still have the same gameplay experience as everyone else. I don't have a single special feature or unit to show for my donation. I did it because I love the game and want to see it grow.
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