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Something needs to be done about unlocks

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Date Editor Before After
6/5/2014 11:51:26 AMGBrankTheEloIsALie before revert after revert
Before After
1 [quote]This does not work for people who come with the intention of learning how to play.[/quote] 1 [quote]This does not work for people who come with the intention of learning how to play.[/quote]
2 True indeed. However, there's different kinds of players, those who come for competitive gaming (as you said) and also those who are pretty casual and just want to see robots blowing up. 2 True indeed. However, there's different kinds of players, those who come for competitive gaming (as you said) and also those who are pretty casual and just want to see robots blowing up.
3 \n 3 \n
4 I recall that unlocks kept me hooked/intrigued long enough so that I stuck around to learn the basics and explore the game. Building your first nuke/drp etc. is exciting, but if you can build them all in your very first game in the sandbox, it's not a particularly lasting experience. 4 I recall that unlocks kept me hooked/intrigued long enough so that I stuck around to learn the basics and explore the game. Building your first nuke/drp etc. is exciting, but if you can build them all in your very first game in the sandbox, it's not a particularly lasting experience.
5 \n 5 \n
6 Granted, that doesn't apply to coms as much, but I still remember that I enjoyed unlocking modules. 6 Granted, that doesn't apply to coms as much, but I still remember that I enjoyed unlocking modules. I learned quickly from 1v1, but I didn't come here to climb the ladder.
7 \n 7 \n
8 \n 8 \n
9 Now the questions are: 9 Now the questions are:
10 1. Do we want to appeal to only one type of players? (I doubt we do) 10 1. Do we want to appeal to only one type of players? (I doubt we do)
11 2. If not, can unlocks be applied in a way that keeps "casual" players hooked but doesn't scare away competitive players? 11 2. If not, can unlocks be applied in a way that keeps "casual" players hooked but doesn't scare away competitive players?
12 \n 12 \n
13 I really think that limiting (or granting) unlocks in certain rooms can help with this. It would however need to be made clear to "the competitives" that they don't need unlocks for the games they want to play. 13 I really think that limiting (or granting) unlocks in certain rooms can help with this. It would however need to be made clear to "the competitives" that they don't need unlocks for the games they want to play.
14 \n 14 \n
15 Thinking of it, maybe there should be multiple ways of unlocking stuff. Like, play 10 1v1 games against >1600 elo players unlocks something, but reaching a certain point in the campaign also does that. Or just play clueless teamgames and unlock via xp. 15 Thinking of it, maybe there should be multiple ways of unlocking stuff. Like, play 10 1v1 games against >1600 elo players unlocks something, but reaching a certain point in the campaign also does that. Or just play clueless teamgames and unlock via xp.
16 \n 16 \n
17 I don't know, random ideas popping up. Still, it's of no use if people keep suggesting stuff that appeases only one of the sides. We must develop ideas with both kinds of players in mind. 17 I don't know, random ideas popping up. Still, it's of no use if people keep suggesting stuff that appeases only one of the sides. We must develop ideas with both kinds of players in mind.