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Some feedback about how AIs of each difficulty should perform

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Date Editor Before After
7/26/2017 9:20:12 PMUSrankCrazyEddie before revert after revert
Before After
1 Thanks for the feedback! ZK needs input from new players; improving the new player experience is one of the main development goals right now. 1 Thanks for the feedback! ZK needs input from new players; improving the new player experience is one of the main development goals right now.
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3 The devs have discussed this somewhat already: https://github.com/ZeroK-RTS/Zero-K/issues/2179 3 The devs have discussed this somewhat already: https://github.com/ZeroK-RTS/Zero-K/issues/2179
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5 I'm not a dev, or new, but here's my two cents: 5 I'm not a dev, or new, but here's my two cents:
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7 Having nine levels is probably overkill. I'd keep it to four as we have now, but probably with considerable tweaking, preferably based on empirical data from actual new players. I might rename "Very Easy" to "Training" or somesuch, and rename "Medium" to "Normal". 7 Having nine levels is probably overkill. I'd keep it to four as we have now, but probably with considerable tweaking, preferably based on empirical data from actual new players. I might rename "Very Easy" to "Training" or somesuch, and rename "Medium" to "Normal".
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9 How hard should each level be? "Training" should be as you, Sprung, and the ticket above describe: nearly a sandbox, letting the player mess around with the UI and the mechanics without the AI trying to beat them, but providing something for the player to attack and something for the player to defend against. Is the current Very Easy there yet? Unknown. There's been some testing ( see http://zero-k. info/Battles/Detail/462350) but more feedback is needed. 9 How hard should each level be? "Training" should be as you, Sprung, and the ticket above describe: nearly a sandbox, letting the player mess around with the UI and the mechanics without the AI trying to beat them, but providing something for the player to attack and something for the player to defend against. Is the current Very Easy there yet? Unknown. There's been some testing ( see http://zero-k. info/Battles/Detail/462350 ) but more feedback is needed.
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11 For the other levels, rather than specifying particular behavior, I'd categorize them this way: "Easy" should beat a player that's treating it like a sandbox (i.e. the AI isn't so crippled that it isn't trying to win), but lose to anyone that's actually trying to beat it. Easy should be a gimme. This will boost new players' confidence and give them a positive experience with the game right from the start. "Normal" should beat any player that hasn't yet grasped the fundamentals of ZK strategy (expand, raid, don't porc, attack in strength, don't suicide) but should lose to anyone who has, even if they execute those fundamentals poorly. This will give new players a challenge and will encourage them to ask other players what they're doing wrong. Once they've learned a few things, they'll beat it and be ready to move up. "Hard" should be the unfettered AI playing as best the AI authors can make them. 11 For the other levels, rather than specifying particular behavior, I'd categorize them this way: "Easy" should beat a player that's treating it like a sandbox (i.e. the AI isn't so crippled that it isn't trying to win), but lose to anyone that's actually trying to beat it. Easy should be a gimme. This will boost new players' confidence and give them a positive experience with the game right from the start. "Normal" should beat any player that hasn't yet grasped the fundamentals of ZK strategy (expand, raid, don't porc, attack in strength, don't suicide) but should lose to anyone who has, even if they execute those fundamentals poorly. This will give new players a challenge and will encourage them to ask other players what they're doing wrong. Once they've learned a few things, they'll beat it and be ready to move up. "Hard" should be the unfettered AI playing as best the AI authors can make them.
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13 Exactly how best to achieve those performance criteria is a task best left to the AI authors. AIs don't play like humans do, they have unique strengths and weaknesses that don't necessarily map to what you'd expect to see in a strong or weak human opponent. 13 Exactly how best to achieve those performance criteria is a task best left to the AI authors. AIs don't play like humans do, they have unique strengths and weaknesses that don't necessarily map to what you'd expect to see in a strong or weak human opponent.
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