1 |
Yeah,
1v1
to
12v12
was
one
of
the
many
things
that
"scale"
should
cover.
Among
map
sizes,
etc.
Things
that
can
be
shown
in
a
small
area
are
shown,
others
will
be
mentioned
when
visitor
clicks
on
it.
|
1 |
Yeah,
1v1
to
12v12
was
one
of
the
many
things
that
"scale"
should
cover.
Among
map
sizes,
etc.
Things
that
can
be
shown
in
a
small
area
are
shown,
others
will
be
mentioned
when
the
visitor
clicks
on
it.
|
2 |
\n
|
2 |
\n
|
3 |
As for buzzwords: There are TONS of things we have to hide. There's so many engine quirks and actual bugs. Like I said though, they can be changed, just make suggestions that don't include boring numbers or generic things like lasers. @Zealoty1 brought up a good point in #zkdev:
|
3 |
As for buzzwords: There are TONS of things we have to hide. There's so many engine quirks and actual bugs. Like I said though, they can be changed, just make suggestions that don't include boring numbers or generic things like lasers. @Zealoty1 brought up a good point in #zkdev:
|
4 |
[quote]most really effective branding is not about saying how good your product is. it is about making the customer want it[/quote]
|
4 |
[quote]most really effective branding is not about saying how good your product is. it is about making the customer want it[/quote]
|
5 |
\n
|
5 |
\n
|
6 |
Thanks, @shadowfury333, I was wondering whether action-packed was really needed. All I did was taking the current frontpage discription and adjusting it a bit. I'm still not sure if hassle-free is the best way of describing the powerful UI.
|
6 |
Thanks, @shadowfury333, I was wondering whether action-packed was really needed. All I did was taking the current frontpage discription and adjusting it a bit. I'm still not sure if hassle-free is the best way of describing the powerful UI.
|
7 |
\n
|
7 |
\n
|
8 |
How about mentioning the flat techtree as one of the big features? That'd make five.
|
8 |
How about mentioning the flat techtree as one of the big features? That'd make five.
|