1 |
I'd argue that the original com you start the game with represents your avatar with in-game "character development" mirroring a moba. When you make your heroes producible in the late game at a time when they have not the faintest chance of having impact, this turns them into a unit, and a bad one at that.
|
1 |
I'd argue that the original com you start the game with represents your avatar with in-game "character development" mirroring a moba. When you make your heroes producible in the late game at a time when they have not the faintest chance of having impact, this turns them into a unit, and a bad one at that.
|
2 |
\n
|
2 |
\n
|
3 |
Basically,
it
dilutes
the
'moba'
experience.
There
are
a
lot
of
players
here
that
have
played
Mobas.
I've
been
in
the
mobas.
I
believe
@Aquanim,
@GoogleFrog,
@[Fx]Drone,
and
@Orfelius
have
all
played
too.
None
of
these
players
build
additional
coms.
@Raaar
is
the
most
com-centric
player
there
is,
he
consistently
makes
his
com
a
central
lynch-pin
of
his
game-plan.
But
even
@Raaar
doesn't
build
additional
coms.
It's
rare
in
mobas
to
control
multiple
characters
while
also
having
an
army
and
economy
behind
it.
|
3 |
Basically,
it
dilutes
the
'moba'
experience.
There
are
a
lot
of
players
here
that
have
played
Mobas.
I've
been
in
the
mobas.
I
believe
@Aquanim,
@GoogleFrog,
@[Fx]Drone,
and
@Orfelius
have
all
played
too.
None
of
these
players
build
additional
coms.
@raaar
is
the
most
com-centric
player
there
is,
he
consistently
makes
his
com
a
central
lynch-pin
of
his
game-plan.
But
even
@raaar
doesn't
build
additional
coms.
It's
rare
in
mobas
to
control
multiple
characters
while
also
having
an
army
and
economy
behind
it.
|
4 |
\n
|
4 |
\n
|
5 |
Building additional coms is not moba like. And even if it was, the way coms are done in ZK is shit compared to a moba. They're near the bottom of the power-curve, they don't look that fancy, all the flashy stuff is bad, they're slow and relatively unresponsive. I can't really see how this design choice could help secure that crowd. They're in the same factory as dante and bantha. If people want to do something cool in the late game, building a grinder com that you could have been working on since the start of the game simply pales in comparison to the raw power of any strider.
|
5 |
Building additional coms is not moba like. And even if it was, the way coms are done in ZK is shit compared to a moba. They're near the bottom of the power-curve, they don't look that fancy, all the flashy stuff is bad, they're slow and relatively unresponsive. I can't really see how this design choice could help secure that crowd. They're in the same factory as dante and bantha. If people want to do something cool in the late game, building a grinder com that you could have been working on since the start of the game simply pales in comparison to the raw power of any strider.
|
6 |
\n
|
6 |
\n
|
7 |
The only game I've seen where building additional heroes later in the game was a realistic option is warcraft III. That was mainly because said heroes worked of a third resource (XP) to scale, and ended up with insane impact. ZK is nowhere near the equivalent.
|
7 |
The only game I've seen where building additional heroes later in the game was a realistic option is warcraft III. That was mainly because said heroes worked of a third resource (XP) to scale, and ended up with insane impact. ZK is nowhere near the equivalent.
|