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On the Dante Rework

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Date Editor Before After
4/13/2026 9:56:04 PMAUrankAdminAquanim before revert after revert
4/13/2026 9:52:01 PMAUrankAdminAquanim before revert after revert
Before After
1 [quote]It would be indeed nice if "simple revert and retry" was at least generaly an option for adjusting balance-changes.[/quote] 1 [quote]It would be indeed nice if "simple revert and retry" was at least generaly an option for adjusting balance-changes.[/quote]
2 Here I think it is useful to distinguish between number-tweaks style of balance changes and outright unit redesigns. As far as I recall, partial reverts of number-tweaks are not uncommon. 2 Here I think it is useful to distinguish between number-tweaks style of balance changes and outright unit redesigns. As far as I recall, partial reverts of number-tweaks are not uncommon.
3 \n 3 \n
4 Unit redesigns, on the other hand, are generally aimed at fixing a design problem, and so continuing to search out new areas of the design space is more appealing than returning to where there is a known problem. Of course, this line of argument is not very convincing unless one agrees that there was a difficult-to-reconcile design problem in the first place. In the case of Dante I am getting the impression that there is some disagreement on that point. 4 Unit redesigns, on the other hand, are generally aimed at fixing a design problem, and so continuing to search out new areas of the design space is more appealing than returning to where there is a known problem. Of course, this line of argument is not very convincing unless one agrees that there was a difficult-to-reconcile design problem in the first place. In the case of Dante I am getting the impression that there is some disagreement on that point.
5 \n
6 I haven't played with new Dante at all yet so I don't really have an opinion on it. Old Dante being a glorified high-HP manual-fire Firewalker was a weird thing to be in Dante's slot but I felt it was pretty fun to wield and to fight against so the new design has a pretty high bar to clear. On the occasions where I have had a more active hand in Zero-K design I was careful to pick bars to clear that were very low.