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When it comes to gameplay design I think it is good to put more weight to vets' feedback because they tend to have a better understanding of intricacies than a fresh newbie would.
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When it comes to gameplay design I think it is good to put more weight to vets' feedback because they tend to have a better understanding of intricacies than a fresh newbie would.
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Compare the threads: the newb-made one says to add storage to cons because "it was like that in TA" (bad argument: we're not TA) and because "losing a commander leaves no storage" without even explaining why it is bad (obviously it's bad from the perspective of a player but you could make the same argument for losing your units in combat).
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Compare the threads: the newb-made one says to add storage to cons because "it was like that in TA" (bad argument: we're not TA) and because "losing a commander leaves no storage" without even explaining why it is bad (obviously it's bad from the perspective of a player but you could make the same argument for losing your units in combat).
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In here vets say "does not create a meaningful decision" (good: reducing trivial decisions is one of the things ZK design aims at).
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In here vets say "does not create a meaningful decision" (good: reducing trivial decisions is one of the things ZK design aims at).
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