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You've packed quite a few complaints into a few sort sentences so it is hard to know exactly what you mean. That said, a feedback thread is required. Here are some issues I've noticed or heard.
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You've packed quite a few complaints into a few sort sentences so it is hard to know exactly what you mean. That said, a feedback thread is required. Here are some issues I've noticed or heard.
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* Short round.
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* Short round.
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* Imbalanced factions.
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* Imbalanced factions.
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* Imbalanced teams in individual battles.
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* Imbalanced teams in individual battles.
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* Player skill is too important.
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* Player skill is too important.
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* Player activity is too important.
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* Player activity is too important.
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* Low skill players don't have much to contribute when there are many players of higher skill in their faction and online.
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* Low skill players don't have much to contribute when there are many players of higher skill in their faction and online.
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\n
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\n
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[quote]Short round.[/quote]The aim of HQ capture victory is to deal with lame duck situations by finishing the round when one faction is knocked out. I want to avoid situations where one faction cannot do anything to win, as it would represent 33% of the players. Trying to keep a faction in the game when it has no control of any planets sounds too janky. My thinking now is to make HQ planets impossible to capture. This removes issues around dealing with zero-planet factions.
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[quote]Short round.[/quote]The aim of HQ capture victory is to deal with lame duck situations by finishing the round when one faction is knocked out. I want to avoid situations where one faction cannot do anything to win, as it would represent 33% of the players. Trying to keep a faction in the game when it has no control of any planets sounds too janky. My thinking now is to make HQ planets impossible to capture. This removes issues around dealing with zero-planet factions.
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\n
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\n
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[quote]
*
Imbalanced
factions.
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[quote]
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* Imbalanced factions.
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* Imbalanced teams in individual battles.
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* Imbalanced teams in individual battles.
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* Player skill is too important.
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* Player skill is too important.
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*
Player
activity
is
too
important.
[/quote]We
are
open
to
suggestions
regarding
imbalanced
factions.
In
general
it
is
very
hard
to
know
who
will
be
active
in
advance.
Balancing
individual
battles
with
elo
leads
to
people
throwing
games
to
adjust
their
elo
appropriately.
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*
Player
activity
is
too
important.
[/quote]We
are
open
to
suggestions
regarding
imbalanced
factions.
In
general
it
is
very
hard
to
know
who
will
be
active
in
advance.
Balancing
individual
battles
with
elo
leads
to
people
throwing
games
to
adjust
their
elo
appropriately.
Some
attempt
was
made
by
the
bigger
clans
to
balance
themselves
between
the
factions.
This
planning
is
not
enough
to
take
unclanned
top
players
into
account
or
variable
availability.
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15 |
\n
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\n
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Perhaps
imbalance
can
be
mitigated
by
making
skill
and/or
activity
less
important,
but
this
is
hard
to
do
without
making
the
outcome
feel
irrelevant.
|
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Perhaps
imbalance
can
be
mitigated
by
making
skill
and/or
activity
less
important,
but
this
is
hard
to
do
without
leading
to
random
feeling
outcomes
or
an
endless
stalemate.
|
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\n
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\n
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[quote]Low skill players don't have much to contribute when there are many players of higher skill in their faction and online.[/quote]We have a redesign of invasion launching, awaiting implementation: https://github.com/ZeroK-RTS/Zero-K-Infrastructure/issues/2132
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[quote]Low skill players don't have much to contribute when there are many players of higher skill in their faction and online.[/quote]We have a redesign of invasion launching, awaiting implementation: https://github.com/ZeroK-RTS/Zero-K-Infrastructure/issues/2132
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\n
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\n
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Nobody who would implement it has enough time to do so. Comments on the new design would be useful as we want to figure out whether it is a decent candidate for a solution.
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Nobody who would implement it has enough time to do so. Comments on the new design would be useful as we want to figure out whether it is a decent candidate for a solution.
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