1 |
The cons?
|
1 |
The cons?
|
2 |
+ Most of the units the game is designed around are obsolete damn near the moment they hit the field
|
2 |
+ Most of the units the game is designed around are obsolete damn near the moment they hit the field
|
3 |
+ Players are stuck with an income that is not sufficient for most strategies
|
3 |
+ Players are stuck with an income that is not sufficient for most strategies
|
4 |
+ The above two points interact - most units small enough to make are not good in big teams, so players are encouraged to passively wait while building something that might be useful
|
4 |
+ The above two points interact - most units small enough to make are not good in big teams, so players are encouraged to passively wait while building something that might be useful
|
5 |
+ Individual player impact is small and this makes playing unsatisfying
|
5 |
+ Individual player impact is small and this makes playing unsatisfying
|
6 |
+ It's hard to have impact, but it's easy to be impacted upon by multiple players, encouraging passivity at the back while others get wrecked to facilitate your passive teching/ecoing. Perverse incentives.
|
6 |
+ It's hard to have impact, but it's easy to be impacted upon by multiple players, encouraging passivity at the back while others get wrecked to facilitate your passive teching/ecoing. Perverse incentives.
|
7 |
+ This also makes most strategic decisions kind of arbitrary. Your opponent is always doing rock, paper, and scissors. So is your team. How do you make strategic decisions in this environment?
|
7 |
+ This also makes most strategic decisions kind of arbitrary. Your opponent is always doing rock, paper, and scissors. So is your team. How do you make strategic decisions in this environment?
|
8 |
+ The feedback for learning is terrible, resulting in players learning bad habits and remaining bad players.
|
8 |
+ The feedback for learning is terrible, resulting in players learning bad habits and remaining bad players.
|
9 |
+ The space isn't actually that safe for newbies, because your performance is lost in the noise but you have many more people looking for someone to blame.
|
9 |
+ The space isn't actually that safe for newbies, because your performance is lost in the noise but you have many more people looking for someone to blame.
|
10 |
+ Somehow the room cap coalesces into one room culture, which effectively caps the active multi playerbase to the size of one room.
|
10 |
+ Somehow the room cap coalesces into one room culture, which effectively caps the active multi playerbase to the size of one room.
|
11 |
\n
|
11 |
\n
|
12 |
Big teams is an RTS without strategy. It's competitive without personal success or failure. It's a sandbox that limits viable choices.
|
12 |
Big teams is an RTS without strategy. It's competitive without personal success or failure. It's a sandbox that limits viable choices.
|
13 |
\n
|
13 |
\n
|
14 |
Despite
all
this,
the
only
issue
being
addressed
is
the
last
one.
At
32
player
room
cap,
we
seem
to
land
at
an
unfortunate
number
of
players
defined
by
how
many
people
are
willing
to
wait
outside
the
room
to
play,
which
isn't
enough
to
seed
a
second
room.
If
we
lower
the
room
cap,
the
number
of
people
who
show
up
and
are
waiting
MAY
hit
a
threshold
that
it
currently
doesn't,
allowing
for
a
second
room
to
be
seeded
and
increasing
the
total
effective
cap
on
players.
Room
player
cap
is
therefore
something
that
can
be
tuned
to
socially
engineer
a
more
accessible
play
environment.
|
14 |
Despite
all
this,
the
only
issue
being
addressed
is
the
last
one.
At
32
player
room
cap,
we
seem
to
land
at
an
unfortunate
number
of
players
defined
by
how
many
people
are
willing
to
wait
outside
the
room
to
play,
which
isn't
enough
to
seed
a
second
room.
If
we
lower
the
room
cap,
the
number
of
people
who
show
up
and
are
waiting
MAY
hit
a
threshold
that
it
currently
doesn't,
allowing
for
a
second
room
to
be
seeded
and
increasing
the
total
effective
cap
on
players.
Room
player
cap
is
therefore
something
that
may
be
able
to
be
tuned
to
socially
engineer
a
more
accessible
play
environment.
|
15 |
\n
|
15 |
\n
|
16 |
If this is the case, ZK may overcome one of its hurdles to playerbase growth. The reasoning above is my own, don't assume I speak for the mods.
|
16 |
If this is the case, ZK may overcome one of its hurdles to playerbase growth. The reasoning above is my own, don't assume I speak for the mods.
|