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Fight and Attack: Having Our Cake And Eating It Too

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Some History

About three years ago GBrankTheEloIsALie made an offhand suggestion to swap Fight and Attack, for the following reason:

quote:
the controls were very strange at first for me … If you're used to attack-move your units, it's extremely annoying if they attack the ground you clicked instead of enemies on their way.

AUrankAdminGoogleFrog implemented the suggestion right away without any public discussion beforehand. It came out in the v1.1.1.1 update, and was discussed quite a bit after the fact. Some liked the change, some didn't. The change was reverted shortly afterwards, not because of the player complaints, but rather:

quote:
[GoogleFrog] Firstly the manuals need updating and nobody knows the extent/can't be bothered. But more importantly the ingame menu messes some things around such that changing uikey.txt causes problems.

[Licho] Reasons were technical - keybindings were switching randomly in the middle of game for some people.

It came up again about two years ago when a webcast-for-charity played Zero-K. The casters, who had no experience with Zero-K, attacked ground when they wanted to attack-move. AUrankjseah commented on it, GoogleFrog commented on it, and nothing happened. Then a while after that RUrankFirestorm_01 brought it up as an issue in the Steam Greenlight thread. There was a little bit of discussion and then nothing happened.

Last week Firestorm_01 mentioned it again in the What Would You Change thread, and this time GoogleFrog decided to try it again.




Pros and Cons

Points that have been raised in favor of this change:

* Attack-move on A is standard.
* New players expect attack-move on A.
* New players will have a hard time getting used to the different controls in Zero-K.
* Having Zero-K's attack on A leads new players to fire at ground when they mean to attack-move.

quote:
[GoogleFrog] Here is the reason for the change: People used to pressing A then clicking as their standard move order will not have stupid units. The change affects absolutely nobody else.

quote:
Do you think they turn down from the game because with "a" a unit attacks the ground, thinking they could not attack other units properly?

[GoogleFrog] Yes.


Points that have been raised in opposition to this change:

* The manuals need updating.

* There are other games where A attacks ground instead of doing attack-move.
* There are other games where attack-move is bound to a key other than A.
* We should not try to model ourselves after other games, because other games are different from each other.

* Not all new players coming from Starcraft have a hard time getting used to the different controls in Zero-K.
* Some new players don't even use attack, fight, or attack-move at all, they just move their units. This works in Zero-K because units will fire while moving. This also works in other games for the same reason.
* It's easy to discover that Attack targets ground.
* It's easy to discover that Move lets your units fire at the enemy.

* The "attack" key should let you select targets, whether individuals or via area commands.
* Having Fight on F helps makes it clear that Fight is not just attack-move from other games.
* Fight as a term is unique to Zero-K, as are the mechanics and behavior of Fight (auto-skirm, etc).
* Zero-K's Fight command is not the same as attack-move. It is semantically and functionally different.
* Zero-K's Attack command is not the same as other games' force-fire command. It is semantically and functionally different.
* Renaming Fight and Attack to Attack-Move and Force Fire is an increase in semantic complexity that obscures the true behaviour of fight and attack in ZK.

quote:
[satowar]This game Zero-K is a work of art and should not change its essence so slightly to please a few or many who come from other RTS games. The theme is identity, current followers Zero-K are long accustomed to the old way, change the style to try to be like other RTS mean losing one's character.





My Opinion

I agree with GoogleFrog. We should swap A and F so that new players don't shoot themselves in the foot when they try to attack-move. However, what we call these commands matters, and I disagree with changing their names to "attack-move" and "force fire". As EErankAdminAnarchid put it:

quote:
It is about the unnecessary and thus harmful increase in semantic complexity of this new nomenclature that obscures the true behaviour of fight and attack in ZK. At best, it is useless, at worst, you have the increased clutter of useless alien terminology actively obstructing your attempts to explain the game.


I propose to go ahead and swap the hotkeys, but leave the names the same, while making the tooltips more explanatory:

A - Fight: Units move and attack at will; builders assist construction, repair, and reclaim

F - Attack: Move towards and fire at a target; can target units or ground

Proponents such as GoogleFrog, TheEloIsALie, and Firestorm_01 are worried about newbies hitting A and trying to attack-move. The hotkey swap fixes that. But we can keep the terminology! The terminology will be displayed on the tooltip (and in the manuals, and on the forum, and in tutorial videos). If a new player is paying enough attention to the tooltip to read the name of the command, then they can also discover via the tooltip that Attack targets ground and Fight does an attack-move! We only have to worry about players who blindly A-click. Everyone else can learn how Zero-K actually works, and using the original nomenclature (with better tooltips) will help them do exactly that.

The only odd thing is that A will be bound to something called "Fight" and F will be bound to something called "Attack". For players such as TheEloIsALie, that's actually fine - he's said many times that he had difficulty adjusting to Zero-K, but with the keys swapped players like him will be right at home, no matter what the commands are called. A-click will still work like the A-click that they're used to; they won't have to fight their muscle memory. For anyone else, including veterans, they can easily rebind keys to make the keys match the initials of the names of the commands. Or any other scheme that strikes their fancy.

In other words: Let's give new players a safety net by putting Fight on A. But let's expect that they can and will learn how to play Zero-K correctly. Let's help them build the conceptual models that Zero-K relies upon; let's keep the terminology and semantics as they are today.
+3 / -0
I'd have to say this is kind of a stupid change. If it's meant to help the learning stage progress faster, it is totally inefficent for the cost it takes for veterans to unlearn it and development time to change every resource to reflect the change. Current experience suggests a 0 in ~400 prevalence rate. I have NOT seen this behavior ever in 3 years. It is way harder for current players to unlearn F for fight than it is for newbies to learn F = Fight (if their hotkeys are reset for whatever reason). Assuming that people aren't total morons (which is generally a very favorable approach) -- most newbies will be exposed to the "F == fight" idea in the TUTORIAL or splash screens during loading. Even if they do not play the tutorial, and assuming they're not part of gen X or baby boomer generation, they'll approach the issue with trial-error learning which will result in at most 1 incident (likely in a game against AI or the tutorial) before learning the desired hotkey. Give humans a little more credit bro. It's not a deeply engrained thing that all attack moves must be A.

It would be better to focus on making a tutorial than changing hotkeys to copy that of other RTSes. For the most part, RTSes COMBINE fight and attack instead of having it as separate commands. Why not copy that instead... >.>


TL;DR: You're changing an established thing for insurance against something with an extremely low prevalence rate.
+4 / -1
uhm @_Shaman I think he meant only swapping key for new players. the manual and semantic can be naturally phased out over time

and yes it was a problem to me when I first start.

I see no problem if we can implement the swap without incident. Never care about semantic anyway.
+0 / -0
8 years ago
quote:
Firstly the manuals need updating and nobody knows the extent/can't be bothered.
This is yet another limitation of this forum-wiki.
Keeping hotkeys in manual updated would be trivial with the use of templates in any off-the-shelf wikisoftware because it would be possible to write:
 You can issue a Fight-command, default bound to {{Hotkeys:Fight}} ,to make your units move more clever. 
Which then displays as:
 You can issue a Fight-command, default bound to "F" ,to make your units move more clever. 


The {{Hotkeys:Fight}} gets automatically be replaced everywhere with whatever is entered in the template. (For exampe "F")
Superdupermegaeasy with mediawiki or whatever, impossible with the current system.
+3 / -0
Attack (n): take aggressive military action against (a place or enemy forces) with weapons or armed force.

My current position is that "attack-move" as a word is unnecesary. The Fight behaviour can simply be called Attack, though.
+1 / -0
For people that never played any RTS game, attack as both targeting a unit and targeting the ground actually make more sense, and having fight/attack-move as a separate command make it easier to be discovered.
+1 / -0
This is really a tempest in a teapot. You want to move your units and let them attack what comes? They just do right-click FFS
+0 / -0


8 years ago
quote:
Proponents such as GoogleFrog, TheEloIsALie, and Firestorm_01 are worried about newbies hitting A and trying to attack-move. The hotkey swap fixes that. But we can keep the terminology! The terminology will be displayed on the tooltip (and in the manuals, and on the forum, and in tutorial videos). If a new player is paying enough attention to the tooltip to read the name of the command, then they can also discover via the tooltip that Attack targets ground and Fight does an attack-move! We only have to worry about players who blindly A-click. Everyone else can learn how Zero-K actually works, and using the original nomenclature (with better tooltips) will help them do exactly that.

I don't think the words "Attack" and "Fight" are particularly useful for distinguishing the difference between those two commands. Their meaning to us comes from familiarity. I think "Force Fire" is much more descriptive of the command and at least "Attack Move" fits with other RTS terminology.

I think "Players should read the manuals/tooltips/experiment" is a bad design principal. People have limited "reading/blind experimentation" and we are not going to be able to fit everything in ZK within that limit. We should not spend some of that limit on a minor UI choice. If someone has to notice that their units are firing stupidly at the ground then they are not noticing something more important/interesting. In general if lots of people expect the UI to work a certain way then it should work that way.

Thanks for finding the history of the change. We no longer have technical issues with changing hotkeys for new players only (except when I mess up) and I think that was the main problem with the old change.
+10 / -0
8 years ago
Attack-move should be bound to A key as it is closer to the group keys, veteran players who don't want to change their habit scan change their hotkeys by themselves. Most games use A and I don't think it's clever over complicating things
+0 / -0

8 years ago
quote:
For the most part, RTSes COMBINE fight and attack instead of having it as separate commands. Why not copy that instead

In my experience, this is a result of units being able to only either move or attack. This halves the possible unit behaviors players could be trying to communicate and therefore lets you halve the needed commands for doing so.
+0 / -0
In ZK having fight and attack as different keys and commands makes life easier: With some units, you may want to just rush in and fight whereas with others you may want to kite the enemy.


Also, can we not set custom keybinds anymore? And Force fire is a good idea, especially for trolling (heheheh ultra com blast)
+0 / -0


8 years ago
quote:
I think "Players should read the manuals/tooltips/experiment" is a bad design principal. People have limited "reading/blind experimentation" and we are not going to be able to fit everything in ZK within that limit.



I don't know about "limited reading/blind experimentation". This seems incorrect. The term you seem to be looking for is "attention span" -- the length of time people are willing to give attention to something.

Like people skills, you must make a good introduction. Something engaging and not demeaning, something that shows off what cool things can be done in zk without special units. People have unlimited learning capacity. Psychologically and philosophically speaking. They are only limited in desire to learn -- willpower, attention. If nothing engages me while learning how to play zk and all I get are these silly text bubbles (without even voice acting!), will I feel engaged enough to continue learning to play? Not unless there's something I really want to try.

Sure some intuitiveness is cool and all, but it doesn't really make learning it faster. Thing like hotkeys can be learned very quickly if given some meaning or mnemonic. For example, if all your hotkeys are equal to the first letter of the action, they'll be picked up really fast. I learned the constructor hotkeys in a little over a week. It took so long because it was based on location on the command card (which is harder to imagine than if they were given a key based on their first letter or something meaningful).

Some research is probably best done on it. Any volunteers?
+2 / -0
quote:
if all your hotkeys are equal to the first letter of the action, they'll be picked up really fast. I learned the constructor hotkeys in a little over a week. It took so long because it was based on location on the command card (which is harder to imagine than if they were given a key based on their first letter or something meaningful).

Building tabs are generally sorted by cost (units have some exceptions). Factories are of equal cost so they can use any ordering. So:
Tank D → T
Amph F → A
Spider A → S
Gunship T → G
(Also Jumpy S → D and Ship G → F because else they collide)
+1 / -0
If starcraft really is such a popular RTS that many of new zk players are used to its interface, I would suggest just offering a "starcraft preset". This will come with the UI arranged in a similar way and with similar hotkeys so that new players can easily switch.

This seems to be also used in IDEs and other software to simplify the adaptation process.

PS: I never played starcraft, so I'm sorry if this is completely infeasible because the game interfaces are vastly different.
+3 / -0

8 years ago
A for a-move is not just starcraft, it's every RTS except spring ones
+1 / -0
quote:
A for a-move is not just starcraft, it's every RTS except spring ones


Other modern high profile RTS combine our 'fight' with 'attack' function. If the player does not select a unit to attack, the unit who is issued the attack command will not 'target the ground here' but rather stop to engage all enemies up until the point is reached (attack-move). It should be noted most other RTS are rather simplistic in their attack-move function. Units would be effectively nopioleted while on this attack-move order. In Zero-K however, this implementation is a hugely different beast. For instance, the unit will stop the moment an enemy comes into range or attempt to move into range of the enemy. There isn't (in my knowledge) a current high profile RTS with attack-ground functionality for units.

You are wrong with classic starcraft's medic behavior. The medic will run AHEAD of the group of units unless the allied units are damaged; treating the attack-move order as 'heal allies in range if damaged, continue if not'. The medic will also attempt to heal allies in a leash range unless put on hold position. This is because attack-move in the 90's was (and still is) rather simplistic in nature -- not because of technical limitations but because of the cultural elements in said RTS.

quote:
Attack moving a combined group of marines and medics may be tricky since the medics may "charge" ahead when the marines stop to fire; the medics only stop if a unit requires healing.

- Source (and I played starcraft 1 for like 7 years before coming here. :P)

Anyways, if you want to replicate the behavior, switching the hotkeys won't work. You should replicate attack-move + target unit as a single function. But this solution leaves something else out: Attack-ground.

quote:
If starcraft really is such a popular RTS that many of new zk players are used to its interface, I would suggest just offering a "starcraft preset". This will come with the UI arranged in a similar way and with similar hotkeys so that new players can easily switch.



I honestly think it's just because of the esports scene that has blown up it's popularity. Of course to any gamer, getting paid to play a game would attract you. It's lots of money for 'low perceived effort'. See: Casters, Let's Players, Pro Gamers, etc.

If ZK offered cash prizes for tournaments which had substantial (32,000$USD) or higher, wouldn't you be attracted to it? This is why you have so many 'ultra-competitive' players out there who are lured into this [subjectively] silly game. They see these korean players who get massive payouts in these tournaments and go 'fuck yeah i'ma start practicing to be #1 so I can get massive monies' (reality is the individual players are parts of teams who share dorms/flats/teamrooms/whatever term you use and split the total award money -- it's usually around 4,000$/person for a $32k prize and 8 player team -- this is before the manager gets a cut too...).
+0 / -0


8 years ago
It could be interesting to crowdfund a series of money zk tournaments.
+1 / -0
quote:
It could be interesting to crowdfund a series of money zk tournaments.



Better yet: Crowdfund a series of high profile zk cash tournaments. Or better yet: Crowdfund paid casting for zk.



You know... Actual PR.
+0 / -0

8 years ago
To me the most traditional/consistent approach that would still celebrate ZK's flexibility would to have Attack Move and Attack Units on the A key, and Fire At Ground and SetTarget/Cleartarget (Fire At Units) on the F-key. Not perfect, but it would be clear to old Starcraft players which are a huge chunk of the audience.

Problem is that Line-Attack Move and Attack All Units In Area and Attack Distributed To All Units In Area would be tricky to distinguish.
+0 / -0


8 years ago
quote:
old Starcraft players which are a huge chunk of the audience.



Source?
+0 / -0
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