1 |
Unlocks in zero-k are hardly a "skinner box".
|
1 |
Unlocks in zero-k are hardly a "skinner box".
|
2 |
\n
|
2 |
\n
|
3 |
1) you can disable at any time using modoptions
|
3 |
1) you can disable at any time using modoptions
|
4 |
\n
|
4 |
\n
|
5 |
2) they arent progressively harder to achieve
|
5 |
2) they arent progressively harder to achieve
|
6 |
\n
|
6 |
\n
|
7 |
3) you can get all unlockable units after few days of playing
|
7 |
3) you can get all unlockable units after few days of playing
|
8 |
\n
|
8 |
\n
|
9 |
4) unlocks let people try and practice labs one by one. ZK is unique in having hundreds of units, mastering them takes months of practice. Having people introduced to them slowly is part of the design.
|
9 |
4) unlocks let people try and practice labs one by one. ZK is unique in having hundreds of units, mastering them takes months of practice. Having people introduced to them slowly is part of the design.
|
10 |
"Too many units". "Too many options" was actual complaint of new players.
|
10 |
"Too many units". "Too many options" was actual complaint of new players.
|
11 |
\n
|
11 |
\n
|
|
|
12 |
5) you dont have to do any boring "grinding" to get unlocks. All you have to do is play the normal game and have RTS fun.
|