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Evo. RTS on Greenlight

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Date Editor Before After
4/5/2013 8:15:49 AMAUrankAdminSaktoth before revert after revert
4/5/2013 8:14:12 AMAUrankAdminSaktoth before revert after revert
Before After
1 Spring really used to be a portal for games, when we had only one lobby. But it was not sufficient for everyones needs. Now we have so much infighting that I don't trust the Engine devs farther than I could throw them, and we're stuck on engine version 91.0 because the later versions are so buggy (not to say that 91. isn't buggy). 1 Spring really used to be a portal for games, when we had only one lobby. But it was not sufficient for everyones needs. Now we have so much infighting that I don't trust the Engine devs farther than I could throw them, and we're stuck on engine version 91.0 because the later versions are so buggy (not to say that 91. isn't buggy).
2 \n 2 \n
3 We actually have surprisingly little problem with lag and map size. People play 10v10 on a 10x10 map, sometimes 8x8 ( Which gets a bit duck!) . Because of communism, you don't need 'defined starting areas', so it just becomes a matter of comm saturation. 3 We actually have surprisingly little problem with lag and map size. People play 10v10 on a 10x10 map, sometimes 8x8 ( Which gets a bit duck!) . Because of communism, you don't need 'defined starting areas', so it just becomes a matter of comm saturation. Smaller maps actually play better, because there are smaller margins to retreat into, and there is less total metal meaning you cannot just sit behind annis and rush super weapons.
4 \n 4 \n
5 No the problem is that you have everything from a 1250 elo newbie to a 2000 elo player all in the one room, and each player has so little agency over the outcome (1/10th of the maps income) that everything is really slow. It's way harder to coordinate a successful attack than it is to coordinate a defence (where everyone can just focus on their own patch) and so you get these long slow porcfests that end with super units. 5 No the problem is that you have everything from a 1250 elo newbie to a 2000 elo player all in the one room, and each player has so little agency over the outcome (1/10th of the maps income) that everything is really slow. It's way harder to coordinate a successful attack than it is to coordinate a defence (where everyone can just focus on their own patch) and so you get these long slow porcfests that end with super units.