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I came in about 2 years ago, but only briefly glanced at the game (and Evo) until a year ago, at which point I decided to start playing after reading one of @GoogleFrog's posts about the ZK UI in the Planetary Annihilation forums. Since I knew @GoogleFrog from Achron it provided some familiarity and he basically showed me the ropes to get started.
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1 |
I came in about 2 years ago, but only briefly glanced at the game (and Evo) until a year ago, at which point I decided to start playing after reading one of @GoogleFrog's posts about the ZK UI in the Planetary Annihilation forums. Since I knew @GoogleFrog from Achron it provided some familiarity and he basically showed me the ropes to get started.
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However, in the period between finding ZK and actually learning the ropes, I did play around a bit with the IsisDelta sandbox tutorial to see what the units and buildings were, and read through the manual (though the terraforming section was intimidating and unfamiliar), and I tend to experiment a lot.
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3 |
However, in the period between finding ZK and actually learning the ropes, I did play around a bit with the IsisDelta sandbox tutorial to see what the units and buildings were, and read through the manual (though the terraforming section was intimidating and unfamiliar), and I tend to experiment a lot.
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5 |
Learning the game was pretty natural having played SupCom casually (about 30 competitive games on GPGNet before it was defunct, 16-14) and StarCraft Brood War competitively (2 years for an hour a day, 3-4 days a week on iCCup, record is nowhere near as good as SupCom), so much of the concepts at play were not new. In fact, the big one that tends to take new players by surprise, that is, that fact that physical interactions between units and projectiles matter, was one of the big reasons for me to play ZK (having also played Myth 2 for a little bit and really enjoying that physics setup, but wanting some unit and base construction to go along with it).
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5 |
Learning the game was pretty natural having played SupCom casually (about 30 competitive games on GPGNet before it was defunct, 16-14) and StarCraft Brood War competitively (2 years for an hour a day, 3-4 days a week on iCCup, record is nowhere near as good as SupCom), so much of the concepts at play were not new. In fact, the big one that tends to take new players by surprise, that is, that fact that physical interactions between units and projectiles matter, was one of the big reasons for me to play ZK (having also played Myth 2 for a little bit and really enjoying that physics setup, but wanting some unit and base construction to go along with it).
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7 |
In short, I'm really not a good person to ask except possibly to provide a data point for an relatively experienced RTS player coming to ZK. Also, I pretty much only play 1v1, since that's most comfortable for me.
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7 |
In short, I'm really not a good person to ask except possibly to provide a data point for an relatively experienced RTS player coming to ZK. Also, I pretty much only play 1v1, since that's most comfortable for me.
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8 |
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9 |
The
biggest
annoyance
for
me
was
setting
up
my
UI
to
a
way
I
found
comfortable.
Given
the
sheer
number
of
options
I
spent
an
hour
just
tweaking
my
UI
when
I
started
to
play
against
people,
and
it
took
me
several
more
tweaking
sessions
(
much
shorter,
mind
you)
to
get
a
comfortable
setup.
This
is
one
of
the
main
reasons
I
ranted
about
UI
some
months
ago,
though
having
played
around
recently
with
the
fresh
UI
for
my
tutorial
videos,
my
only
big
intolerable
is
the
chat
window
defaulting
to
the
top
of
the
screen.
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9 |
The
biggest
annoyance
for
me
was
setting
up
my
UI
to
a
way
I
found
comfortable.
Given
the
sheer
number
of
options
I
spent
an
hour
just
tweaking
my
UI
when
I
started
to
play
against
people,
and
it
took
me
several
more
tweaking
sessions
(
much
shorter,
mind
you)
to
get
a
comfortable
setup.
This
is
one
of
the
main
reasons
I
ranted
about
UI
defaults
some
months
ago,
though
having
played
around
recently
with
the
fresh
UI
for
my
tutorial
videos,
my
only
big
intolerable
is
the
chat
window
defaulting
to
the
top
of
the
screen.
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