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Teaching new players when kind words dont help

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Date Editor Before After
4/9/2020 8:31:31 AMGBrankdyth68 before revert after revert
Before After
1 I like that new players can just jump straight in and really hate the idea of new players being blocked from multiplayer or having units restricted. 1 I like that new players can just jump straight in and really hate the idea of new players being blocked from multiplayer or having units restricted.
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3 Your average 12-a-side lobsterpot might have one or two players who won't contribute anything useful unless given some guidance, but that's not too high a number. 3 Your average 12-a-side lobsterpot might have one or two players who won't contribute anything useful unless given some guidance, but that's not too high a number.
4 \n 4 \n
5 I have more of a problem with the majority of players with 30-300 games who just aren't responsive and don't cooperate than with the guy with only 5 games under his belt. 5 I have more of a problem with the majority of players with 30-300 games who just aren't responsive and don't cooperate than with the guy with only 5 games under his belt making storages.
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8 Don't the splash screens already display the important points like storage and build power? (I learnt quite a bit from those) 8 Don't the splash screens already display the important points like storage and build power? (I learnt quite a bit from those)
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10 @TinySpider : You can and should teach players the game in-game. Getting a new person enjoying and playing zero k is far more important than any individual game. I'll happily lose ten pots in a row if it means a new player is instructed and made to feel welcome.