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Are ZK players bad?

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It's my opinion that ZK players in general are not meeting their potential at ZK to the same extent that players of other RTS games do for their respective game. Given that there are numerous mechanisms in place to reduce the disadvantage experienced by new players (factory repeat and fight command for example), shouldn't there be the opposite trend? If players are not barred from high level play until they learn how to multitask the crap out of everything, shouldn't this mean players are performing at a higher level as they can focus efforts on decision making rather than mindless macro?

Don't get me wrong, there are good players here, and I'm far from the top. I'm not having a go at anyone and this assessment is not that players are inherently bad. Rather, I want to know if people agree that players are not meeting potential (why/why not?), discuss which particular facets of good play are being missed, what differences there are between RTS games that change how the community approaches it, and what can/should be done to address it.

These are my thoughts as to the cause of the effect assuming that the effect is in fact real.

#1 - Dilution
[Spoiler]
TLDR: Player comprehension of core game mechanics is diluted by the enormous number of options.


#2 - Expertise is not being shared effectively
[Spoiler]
TLDR: Is ZK still so unexplored that it rewards autodidacticism over skill?


#3 - Our culture is dank
[Spoiler]
TLDR: Resign lobsters!


#4 - Players are just bad
[Spoiler]
TLDR: Maybe there's a negative correlation between ZK demographic and skill.


Do you think there is an effect? Why/why not?
If so, what are the areas of play most affected?
What do you think is the most likely cause?
What can/should be done to address this?
Do you think you're affected?
+6 / -1


9 years ago
I think the main issue is probably #2 and #3/4 (kinda the same issue, really). The only tutorials I see for ZK are a handful of YouTube videos going over the basics, and the only strategy advice I've ever found written down in a easy spot is in the unit guide, which isn't exactly condensed on a factory level.

Otherwise, I think it is that there just isn't a culture of practice. I think I'm the only one who ever plays for sets (first to X, there's a handy win counter for this), and a lot of the 'tryhard' mockery probably stems from the long-standing TA vs StarCraft feud. However, from what I tend to see top players say, it seems like the top-level players just get bored of fighting the same opponents whenever they play, and there aren't that many new players getting up to that level (which ties into #2).
+1 / -0
IMO suboptimal play and lack of a consistent meta in ZK comes down to three things:

1) The game is very complicated (100-odd units, unit and weapon behaviour is quite complicated) compared to other modern RTS games

2) The comparatively small playerbase and small number of games played; the game is not thoroughly explored

3) There are many maps and they are very different from one another. This effect is not to be underestimated; if we played on Red Comet and only Red Comet for a month (and didn't give up out of boredom) strategies would look a lot more polished.

If one went back and looked at the quality of Brood War play back in its very early days (thinking 1998-2001 kind of era) I imagine there would be some similarities in terms of the strategies employed being unrefined, simply by dint of lack of experience and exploration.

With respect to #2 in the original list, maybe I understand the game well enough now to write some kind of guide without it being laughably bad. Wouldn't count on finding the time, though.

EDIT: On that note I seem to recall mumblings about a ZK game wiki being made at some point. Anyone know what's become of that?

EDIT 2: I suppose a wiki kind of already exists, but it's kind of offical and you have to go through the deprecated Googlecode to edit it.
+3 / -0


9 years ago
quote:
1) The game is very complicated (100-odd units, unit and weapon behaviour is quite complicated) compared to other modern RTS games

It helps that factories are effectively factions, and units are mostly single-purpose, but this is a good point. I'm not sure how this would be dealt with, other than ensuring each factory really does have the tools to generally operate alone.

The map count is also an issue that myself and PLrankOrfelius have both proposed lists for, which were generally liked, but at this point I think we are all kinda worried about the complaints that would seemingly inevitably follow if someone actually followed through on the lists, at least before matchmaking is re-implemented.
+0 / -0

9 years ago
life sucks. what do you expect?
+4 / -0
quote:
The comparatively small playerbase and small number of games played; the game is not thoroughly explored

This is what it boils down to pretty much. There are literally no active true tryhard players currently.
Sure, there are Drone, Randy and Godde, but neither of them is really "active". If we used starcraft league system, i wouldnt put them higher than Masters league. 2000+ would qualify as diamond, 1900+ as gold.


Anyway, my point is that for a stable meta to materialise, you need at least a dozen top level players playing daily.
Only in such enviroment it will be possible to see the actual "high level play" in ZK. You need extremely skilled players who are in very good shape and who are familiar with all of the most common strategies.


quote:
The majority of top players are there more as a result of their ability to identify and improve upon their mistakes than any natural aptitude for multi-tasking, reflex, or perhaps even strategy/tactics

Polishing the strategy, perfecting your build orders, unit production ratios, improving your micro - all of these become important only when being "just good" at the game is not enough. It becomes important only when there are enough high level players who are actively competing with each other.

Godde simply does not need any of that when his strongest opponent is majorly rusty Drone.
+1 / -0
#1 is depth. You may learn how to 6 pool in SC 2 but then it doesn't really help you when you play terrans right? Of course that people will try to focus on certain parts of the game instead on wanting to comprehend the whole. Trollcoms are just a lazy way to play ZK. But isn't it good that game gives you many options and possibilities?

#2 [Spoiler]
TL;DR meta exists and unificated gameplay so does too

#3 & #4 [Spoiler]
TL;DR Elo system, teamsize and lack of matchmaking remmove the competetive aspect of ZK.

On the final note: of course the players are bad since the game does not reward self improvement in almost any way.

Ps. RUrankYogzototh the problem with you league is that "masters" are the best players around which includes exactly the people who you have mentioned. Leagues should not be tied to any particlar balance skill point values and instead into precentage based scale. Also the problem with Dorne, Godde, rANDY, ElTorero, klon is that there are just not enough able enemies to give them a real challenge so they just move on.

PsPs. Looks like the forum breaks when I use 2 hashes in the same line... it particularly breaks the spoiler tag for some reason :|
+0 / -0
9 years ago
quote:
Ps. Yogzototh the problem with you league is that "masters" are the best players around which includes exactly the people who you have mentioned.


Not quite. There is grandmasters league above masters, and this is where i'd draw the line between "really good" players and the actual pros.
And one unique point about GM league compared to masters is that you also must play at least 15 ranked games per week to stay there. I dont think any of our best players qualify for that.


quote:
Leagues should not be tied to any particlar balance skill point values and instead into precentage based scale. Also the problem with Dorne, Godde, rANDY, ElTorero, klon is that there are just not enough able enemies to give them a real challenge so they just move on.

Those are not mutually exclusive, you know. Going back to SCII league system, the points needed to get to the next league are adjusted in a manner to ensure a proper planned % of playerbase to be within that league.
For example, Master league was designed to contain 2% of ranked players, while diamond would contain 18%.
+0 / -0

9 years ago
I've said this a lot in past, highest level in ZK is not even SC2 master, it's more like diamond.

ZK doesn't have much of a 1v1 environment, most players are just casual only want to play giant team games for fun. Nothing wrong with that I guess, there's a reason SC2 is a ded game, who wants to try hard anyway lol.
+0 / -0


9 years ago
I think the main issue is a lack of opponents so it is hard to improve (both personally and the meta-game). The players do not seem particularly bad when compared to players of other games.

quote:
Given that there are numerous mechanisms in place to reduce the disadvantage experienced by new players (factory repeat and fight command for example), shouldn't there be the opposite trend? If players are not barred from high level play until they learn how to multitask the crap out of everything, shouldn't this mean players are performing at a higher level as they can focus efforts on decision making rather than mindless macro?
What sort of disadvantage? I don't think new players have a greater chance of beating an experienced ZK player when compared to their chance of beating an experienced player from some other game. I don't see automation breaching a skill gap, it just changes the importance weighting between many RTS sub-skills (micro, planning, attention etc...).

Things like Fight and Repeat make games between inexperienced players look more skilled than they otherwise would. I like to think that Fight lets the units be balanced for high micro without causing low micro games to look silly. Basic skirmishers get to have the same sort of balance across all skill levels.
+3 / -0
9 years ago
Theres two real isuues here.

1) Player base is very unhelpful, they don't share tips with new players and tend to insult new players.

2) Also, units arent really a problem, but there is no real guide to using them. All we have is space-click descriptions.

+0 / -0
quote:
1) Player base is very unhelpful, they don't share tips with new players and tend to insult new players.

Only the clusterfuck playerbase (and even then, not everyone). The small teams players are mostly kind and helpful and the duelizts even more so.
+5 / -1
9 years ago
This is too much elististic talk for me. Why always the comparison with Starcraft? In the end you should play because you have fun, not because you can win some "e-sports price" by "training" 10 hours a day and climb up some ranking.
+3 / -0
9 years ago
This is true USrank[I]burp but progression is important to maintain the playerbase. And people might find training 10 hours a day "fun". Just because something isn't fun to you doesn't mean that it can't be fun for someone else.
+0 / -0


9 years ago
Small teams and 1v1 players being more helpful is not 'elitism', that's empiric fact.
+6 / -1
9 years ago
Are you saying that SC community is more helpful? Because I didn't mention small teams and 1v1 players.
+1 / -0
Some people enjoy plumbing the depths of a game to really master it, and that's fine. It's also generally quite entertaining when several people have done it and play against each other, which is a nice bonus.

Why rain on their parade?
+1 / -0
9 years ago
players have changed over the time I've played,but still usually when I come on I play against CAI, since playing against real players is generally not fun due to the reactions to playing.
+0 / -0
9 years ago
That's not my experience.

Are you new players having trouble playing PvP doing 1v1s or team games?

1v1s have been an absolute blast. Players (Possibly sans RUrankFirepluk) are respectful and those who have more skill than me have been quite helpful with suggestions.
+0 / -0

9 years ago
I was going to say "@Firepluk plays 1v1 now?" but I did see him play one the other day, so...
+0 / -0
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