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New player's experiences?

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Date Editor Before After
12/7/2013 6:50:21 AMCArankAdminShadowfury333 before revert after revert
12/7/2013 6:49:52 AMCArankAdminShadowfury333 before revert after revert
12/7/2013 6:49:39 AMCArankAdminShadowfury333 before revert after revert
Before After
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. 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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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. 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). 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. 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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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. 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.