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My feedback on planet wars, mind that I'm not an expert or what, just a player, I'm just sharing my thoughts, it's very likely that i myself don't have a solution for my issues. And if i appear in planet wars that's fundamentally just to play ZK, not planet wars.
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My feedback on planet wars, mind that I'm not an expert or what, just a player, I'm just sharing my thoughts, it's very likely that i myself don't have a solution for my issues. And if i appear in planet wars that's fundamentally just to play ZK, not planet wars.
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First for context of myself, I've kind of stopped playing the game myself, I'm a team games guy and don't like 1v1 so much, but the balance in this game actually discourages people to play good as you'll just get worse teammate *and* better enemy(as opposed to both better teammate and better enemy), and if you think about it a top player should actually just have about the same win rate as a lob anyway... In other words, skill feel more like a burden, then skill.(communist makes this worse)
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First for context of myself, I've kind of stopped playing the game myself, I'm a team games guy and don't like 1v1 so much, but the balance in this game actually discourages people to play good as you'll just get worse teammate *and* better enemy(as opposed to both better teammate and better enemy), and if you think about it a top player should actually just have about the same win rate as a lob anyway... In other words, skill feel more like a burden, then skill.(communist makes this worse)
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The above leads to my first point, the planet wars generating games that is irrelevant to elo, which makes having good skill actually something good again.
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The above leads to my first point, the planet wars generating games that is irrelevant to elo, which makes having good skill actually something good again.
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I mostly think of this in the way of a battlefield: A glaive is still going to have its use in a late game, when two armies fight, both gets damaged.
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I mostly think of this in the way of a battlefield: A glaive is still going to have its use in a late game, when two armies fight, both gets damaged.
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About lower skilled players, i definitely don't want a system that balances out different skilled players to effectively similar influence(aka something like the elo system the normal ZK uses). But i also don't like the current state at all, right now lower skilled players joining is mostly just a burden. Think about this, a Blitz vs a Blitz + a glaive: obviously the extra glaive is going to win that fight, but what happens in a purple vs a purple + a bronze? Yea, one purple gets 50% of the eco, the other gets 100%. This problem gets worsen more as equal com exist.
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About lower skilled players, i definitely don't want a system that balances out different skilled players to effectively similar influence(aka something like the elo system the normal ZK uses). But i also don't like the current state at all, right now lower skilled players joining is mostly just a burden. Think about this, a Blitz vs a Blitz + a glaive: obviously the extra glaive is going to win that fight, but what happens in a purple vs a purple + a bronze? Yea, one purple gets 50% of the eco, the other gets 100%. This problem gets worsen more as equal com exist.
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Another thing is, there is still a player capacity, every bronze joining is a purple or blue not joining, even if a bronze attacks a rather irrelevant planet that no one is really contesting, it still allows the purples to recharge. the best way to play would just be to *only* send in highest skilled ones.
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Another thing is, there is still a player capacity, every bronze joining is a purple or blue not joining, even if a bronze attacks a rather irrelevant planet that no one is really contesting, it still allows the purples to recharge. the best way to play would just be to *only* send in highest skilled ones.
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My point is as above, having bronze players is literally a negative.(technically it's not true because if they really are negative the worst situation is to just not have them play, but everyone is just here to play games, so it's only technically)
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My point is as above, having bronze players is literally a negative.(technically it's not true because if they really are negative the worst situation is to just not have them play, but everyone is just here to play games, so it's only technically)
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I also don't like the fact that it runs 48hours with no play limit, i don't want to have stuff being able to change drastically just cause I'm sleeping, nor do i want to spend my *entire* weekend on it.
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I also don't like the fact that it runs 48hours with no play limit, i don't want to have stuff being able to change drastically just cause I'm sleeping, nor do i want to spend my *entire* weekend on it.
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I think the losing side should get something out of it even if they lose, but the current system is not good enough, i don't really like that you have to "snipe buildings", i would rather the system to encourage simply trying to win the game, and it gives you reward *depending on how well you have done*, instead of a "kill this or nothing". A more simple way to explain is, when two army fights, both gets damaged, especially if the battle was close.
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I think the losing side should get something out of it even if they lose, but the current system is not good enough, i don't really like that you have to "snipe buildings", i would rather the system to encourage simply trying to win the game, and it gives you reward *depending on how well you have done*, instead of a "kill this or nothing". A more simple way to explain is, when two army fights, both gets damaged, especially if the battle was close.
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In conclusion, my biggest issue is with low skilled players being a negative.
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In conclusion, my biggest issue is with low skilled players being a negative.
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My suggestion: Basically make it more like a real battlefield.
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My suggestion: Basically make it more like a real battlefield.
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Separating income, but I'm not sure if that's a good idea as the main ZK have always been this way.
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Separating income, but I'm not sure if that's a good idea as the main ZK have always been this way.
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Secondly, removing player capacity *and* turning off equal coms also helps.
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Secondly, removing player capacity *and* turning off equal coms also helps.
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I personally support stalling, that is another normal and valid way to make use of worse players, but the win condition needs to change. I don't like the stalling in the current version.
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I personally support stalling, that is another normal and valid way to make use of worse players, but the win condition needs to change. I don't like the stalling in the current version.
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I think it's pretty confusing that the game is mixed in real time and turn based, and it probably complexes stuff.(as in a game going for 30 min is going to effect the next round)
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I think it's pretty confusing that the game is mixed in real time and turn based, and it probably complexes stuff.(as in a game going for 30 min is going to effect the next round)
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My idea is to either add a limit that each player can play, for example 10 times a week, which makes this a long project(make it more turn based), or set a limit of time when it runs(make it more real time).
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My idea is to either add a limit that each player can play, for example 10 times a week, which makes this a long project(make it more turn based), or set a limit of time when it runs(make it more real time).
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I think this might also helps some other problems i mentions above.
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I think this might also helps some other problems i mentions above.
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mind you that its possible i will not join further discussion, just like i said im not an expert and im not pretending to be one, nor do i have a solution for everything.
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mind you that its possible i will not join further discussion, just like i said im not an expert and im not pretending to be one, nor do i have a solution for everything.
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there is probably some stuff that i forgot to write down..
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there is probably some stuff that i forgot to write down..
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well
i
do
notice
i
only
gave
criticism,
but
i
appreciate
what's
happening
rn:)
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well
i
do
notice
i
only
gave
criticism,
but
i
appreciate
what
devs
are
trying
rn
:)
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One thing i forgot to add: it was extremly weird for me that there is so many buildings on the map that only a few commanders is supposed to defend, it makes much more sense if both side actually have an army. Maybe it doesnt have to be complicated, for example everyone gets the same set of units when the game starts, or maybe it can be decided by what factory the player decided to pop
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One thing i forgot to add: it was extremly weird for me that there is so many buildings on the map that only a few commanders is supposed to defend, it makes much more sense if both side actually have an army. Maybe it doesnt have to be complicated, for example everyone gets the same set of units when the game starts, or maybe it can be decided by what factory the player decided to pop
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