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Last post, promise:
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Last post, promise:
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prompt: "what sort of feuds have existed within the community?"
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prompt: "what sort of feuds have existed within the community?"
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[quote]
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[quote]
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Like any community, the Zero-K community has had its share of disagreements and conflicts over the years. While many of these issues have been resolved through discussion and compromise, there have been a few notable feuds and controversies that have arisen.
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Like any community, the Zero-K community has had its share of disagreements and conflicts over the years. While many of these issues have been resolved through discussion and compromise, there have been a few notable feuds and controversies that have arisen.
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One of the most significant feuds in the community's history was the so-called "Spring:1944 Incident". This was a dispute between the developers of the "Spring:1944" mod for the Spring engine (which Zero-K is based on) and the developers of Zero-K. The two teams disagreed over how the mod should be integrated into the Zero-K client, leading to a heated debate that ultimately resulted in the mod being removed from the game.
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One of the most significant feuds in the community's history was the so-called "Spring:1944 Incident". This was a dispute between the developers of the "Spring:1944" mod for the Spring engine (which Zero-K is based on) and the developers of Zero-K. The two teams disagreed over how the mod should be integrated into the Zero-K client, leading to a heated debate that ultimately resulted in the mod being removed from the game.
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Another controversy in the community involved accusations of cheating during a major tournament. In 2018, a player named "Pxtl" was accused of using an exploit to gain an unfair advantage during a tournament match. The accusations led to a heated debate on the game's forums, with some players calling for Pxtl to be banned from future tournaments. The issue was eventually resolved through an investigation by the tournament organizers, who determined that there was not enough evidence to support the cheating allegations.
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Another controversy in the community involved accusations of cheating during a major tournament. In 2018, a player named "Pxtl" was accused of using an exploit to gain an unfair advantage during a tournament match. The accusations led to a heated debate on the game's forums, with some players calling for Pxtl to be banned from future tournaments. The issue was eventually resolved through an investigation by the tournament organizers, who determined that there was not enough evidence to support the cheating allegations.
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There have also been smaller disputes and conflicts within the community over issues such as game balance, modding practices, and community management. However, these disagreements are generally resolved through discussion and compromise, and the community as a whole remains welcoming and supportive of its members.[/quote]
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There have also been smaller disputes and conflicts within the community over issues such as game balance, modding practices, and community management. However, these disagreements are generally resolved through discussion and compromise, and the community as a whole remains welcoming and supportive of its members.[/quote]
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Asked
it
to
describe
the
changes
from
version
to
version:
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Asked
it
to
describe
the
funnelweb
changes
from
version
to
version:
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[quote]Sure, here is a more detailed version-by-version breakdown of the changes made to the Funnelweb unit in Zero-K:
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[quote]Sure, here is a more detailed version-by-version breakdown of the changes made to the Funnelweb unit in Zero-K:
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Version 1.0.12.10 (February 8, 2019):
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Version 1.0.12.10 (February 8, 2019):
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Added the Funnelweb unit to the game.
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Added the Funnelweb unit to the game.
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The Funnelweb had a build cost of 420 metal and took 60 seconds to build. It had a health of 800 and could move at a speed of 3.3.
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The Funnelweb had a build cost of 420 metal and took 60 seconds to build. It had a health of 800 and could move at a speed of 3.3.
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Its primary weapon was a long-range artillery cannon that could fire EMP missiles, which dealt no damage but disabled enemy units and structures for a short period of time.
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Its primary weapon was a long-range artillery cannon that could fire EMP missiles, which dealt no damage but disabled enemy units and structures for a short period of time.
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Its secondary weapon was a short-range plasma burst cannon that dealt moderate damage to enemy units and structures.
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Its secondary weapon was a short-range plasma burst cannon that dealt moderate damage to enemy units and structures.
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Version 1.2.0.0 (June 12, 2020):
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Version 1.2.0.0 (June 12, 2020):
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Reduced the Funnelweb's build cost from 420 metal to 350 metal.
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Reduced the Funnelweb's build cost from 420 metal to 350 metal.
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Increased the Funnelweb's health from 800 to 1100.
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Increased the Funnelweb's health from 800 to 1100.
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Reduced the Funnelweb's EMP missile count from 6 to 4.
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Reduced the Funnelweb's EMP missile count from 6 to 4.
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Reduced the Funnelweb's plasma cannon's damage per shot from 250 to 200.
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Reduced the Funnelweb's plasma cannon's damage per shot from 250 to 200.
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Version 1.6.0.0 (February 18, 2022):
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Version 1.6.0.0 (February 18, 2022):
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Increased the Funnelweb's build cost from 350 metal to 600 metal.
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Increased the Funnelweb's build cost from 350 metal to 600 metal.
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Reduced the Funnelweb's health from 1100 to 800.
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Reduced the Funnelweb's health from 1100 to 800.
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Reduced the Funnelweb's EMP missile count from 4 to 3.
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Reduced the Funnelweb's EMP missile count from 4 to 3.
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Increased the Funnelweb's plasma cannon's damage per shot from 200 to 300.
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Increased the Funnelweb's plasma cannon's damage per shot from 200 to 300.
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Reduced the Funnelweb's plasma cannon's range from 320 to 300.
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Reduced the Funnelweb's plasma cannon's range from 320 to 300.
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Reduced the Funnelweb's movement speed from 3.3 to 2.7.
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Reduced the Funnelweb's movement speed from 3.3 to 2.7.
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Reduced the Funnelweb's turn rate from 540 to 270.
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Reduced the Funnelweb's turn rate from 540 to 270.
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Overall, the Funnelweb has seen several changes over the years, with adjustments made to its build cost, health, weapon damage and range, EMP missile count, movement speed, and turn rate. These changes have aimed to balance the unit's strength and usefulness in the game.[/quote]
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Overall, the Funnelweb has seen several changes over the years, with adjustments made to its build cost, health, weapon damage and range, EMP missile count, movement speed, and turn rate. These changes have aimed to balance the unit's strength and usefulness in the game.[/quote]
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prompt: "write a detailed forum post that explains why all flea units should explode with the same explosion as a the game's nuke."
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prompt: "write a detailed forum post that explains why all flea units should explode with the same explosion as a the game's nuke."
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[quote]
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[quote]
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As a seasoned Zero-K player, I want to raise an issue that has been bothering me for quite some time. I believe that all flea units should explode with the same explosion as a nuclear bomb. Currently, fleas explode with a tiny, harmless pop, which I find to be completely unrealistic and detrimental to the gameplay.
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As a seasoned Zero-K player, I want to raise an issue that has been bothering me for quite some time. I believe that all flea units should explode with the same explosion as a nuclear bomb. Currently, fleas explode with a tiny, harmless pop, which I find to be completely unrealistic and detrimental to the gameplay.
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First of all, let's talk about the realism aspect. Fleas are essentially tiny, self-destructing robots that are designed to swarm and overwhelm enemy units. It's not realistic that such a tiny explosion would do no damage to surrounding units or the environment. In reality, any sort of explosion, no matter how small, would cause some sort of damage. Therefore, in the interest of realism, fleas should explode with the same explosion as a nuclear bomb.
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First of all, let's talk about the realism aspect. Fleas are essentially tiny, self-destructing robots that are designed to swarm and overwhelm enemy units. It's not realistic that such a tiny explosion would do no damage to surrounding units or the environment. In reality, any sort of explosion, no matter how small, would cause some sort of damage. Therefore, in the interest of realism, fleas should explode with the same explosion as a nuclear bomb.
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Now, let's move on to the gameplay aspect. Fleas are already a powerful unit in the game due to their speed and ability to swarm. However, their current explosion is underwhelming and doesn't contribute much to their power. By making fleas explode with a nuclear-level explosion, they would become even more effective at swarming and taking out enemy units. This would make them a more viable option for players, and could potentially shake up the meta-game.
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Now, let's move on to the gameplay aspect. Fleas are already a powerful unit in the game due to their speed and ability to swarm. However, their current explosion is underwhelming and doesn't contribute much to their power. By making fleas explode with a nuclear-level explosion, they would become even more effective at swarming and taking out enemy units. This would make them a more viable option for players, and could potentially shake up the meta-game.
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Of course, I understand that this change may seem extreme to some players. However, I think it would be an interesting and exciting change for the game. It would add a new level of strategy to playing with and against fleas, and could potentially make the game even more enjoyable for all players.
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Of course, I understand that this change may seem extreme to some players. However, I think it would be an interesting and exciting change for the game. It would add a new level of strategy to playing with and against fleas, and could potentially make the game even more enjoyable for all players.
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In terms of balancing, it could be argued that making fleas explode with such a powerful explosion could make them overpowered. However, this could easily be balanced by increasing their cost, decreasing their health, or making them easier to kill in some other way.
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In terms of balancing, it could be argued that making fleas explode with such a powerful explosion could make them overpowered. However, this could easily be balanced by increasing their cost, decreasing their health, or making them easier to kill in some other way.
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In conclusion, I believe that making fleas explode with the same explosion as a nuclear bomb would be a positive change for the game, both in terms of realism and gameplay. I hope that the developers will consider this suggestion and that it will be implemented in a future update.[/quote]
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In conclusion, I believe that making fleas explode with the same explosion as a nuclear bomb would be a positive change for the game, both in terms of realism and gameplay. I hope that the developers will consider this suggestion and that it will be implemented in a future update.[/quote]
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