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[UMS] Zillion Zerglings - Page 5

Forum Index > SC2 Maps & Custom Games
Post a Reply
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Vanished131
Profile Blog Joined October 2010
France311 Posts
Last Edited: 2010-11-24 14:28:45
November 24 2010 14:26 GMT
#81
On November 24 2010 23:24 Monxy wrote:
Oh, and there's one thing I'd really like to know, what is the math sequence for "How many lings there will be in x round?"


If you would pay attention to the original post, you would know these things.

Q will update ZZ on the Eu servers as soon as he logs on.
Monxy
Profile Joined September 2010
Poland46 Posts
November 24 2010 18:18 GMT
#82
On November 24 2010 23:26 Vanished131 wrote:
If you would pay attention to the original post, you would know these things.


Oh, I was so dumb I was trying to find some more complicated ways. It's in fact so easy...
If anyone wants to know what it is then:
a+b=c
a - last level
b - current level
c - next level
Terran Commander - "In your face Zergs, we're walled off, there's nothing you can do... Hey, what's this creep doing here?"
Neokarasu
Profile Joined April 2010
United States20 Posts
November 24 2010 20:35 GMT
#83
A couple of things:

1. Timer shouldn't start until you pick your talents. It's dumb that you have be lightning fast to pick Mineral Man/Eco/Gas if you want to get the full benefit of the talent. Also helps the newbies.

2. Talent description can use a bit more detail. Only Greedy gives you the full description (400 min) while everything else uses some vague description (like Savvy Samaritan. How much min do you get exactly per civ, etc.)

3. I don't expect this to change but not getting refund on building death sucks. Sometimes the lings path "correctly" and funnel into the 1 gap choke I made but other times they just kill my depot wall. Not cool.
Maybe if you can make sure they path correctly it won't suck as bad.

4. Since the game is basically about resource management, it would be cool if you can trade gas -> min and vice versa w/ your SCV. Make it like 2 gas -> 1 min and 2 min -> 1 gas. Basically some build (bluehel, Tank, etc.) requires the heavy gas early but you really can't use the amount of gas Eco/Gas Hog gives you without equivalent amount of mins.

5. Last but not least, I would love player scaling. Obviously this is a team game but some people (like me) like to play solo. This is obviously really hard given that 1 player income is nowhere near 7 player's. So any kinda of scaling to support smaller group is good.
Vanished131
Profile Blog Joined October 2010
France311 Posts
November 24 2010 20:57 GMT
#84
On November 25 2010 05:35 Neokarasu wrote:
A couple of things:

1. Timer shouldn't start until you pick your talents. It's dumb that you have be lightning fast to pick Mineral Man/Eco/Gas if you want to get the full benefit of the talent. Also helps the newbies.

2. Talent description can use a bit more detail. Only Greedy gives you the full description (400 min) while everything else uses some vague description (like Savvy Samaritan. How much min do you get exactly per civ, etc.)

3. I don't expect this to change but not getting refund on building death sucks. Sometimes the lings path "correctly" and funnel into the 1 gap choke I made but other times they just kill my depot wall. Not cool.
Maybe if you can make sure they path correctly it won't suck as bad.

4. Since the game is basically about resource management, it would be cool if you can trade gas -> min and vice versa w/ your SCV. Make it like 2 gas -> 1 min and 2 min -> 1 gas. Basically some build (bluehel, Tank, etc.) requires the heavy gas early but you really can't use the amount of gas Eco/Gas Hog gives you without equivalent amount of mins.

5. Last but not least, I would love player scaling. Obviously this is a team game but some people (like me) like to play solo. This is obviously really hard given that 1 player income is nowhere near 7 player's. So any kinda of scaling to support smaller group is good.


Alright I see a lot of tears here. Let me start at the origin.

1. I will eventually pay out for the elapsed time (a few seconds?).
2. Write me the descriptions then. I guess you are volunteering? Post it here, place X in the place of the number of minerals.
3. Cry?
4. Don't pick Gas Hog then. It's called strategy; do you want some whine fries with that?
5. If you took the time to read through the thread, you would realize that there is player scaling. I'm not going to give 1 player all the minerals that multiple players would get, it's much too banal. Since when is this game 7 players?
Lucius2
Profile Joined June 2010
Germany548 Posts
November 24 2010 20:59 GMT
#85
played it right now, and when u got like 3 ppl spamming PFs on top of each other while surrounding it with rax or cc. u just cant die, it gets too boring after wave 10 or so. nothing fancy happens the longer u stay alive and no one is going to play this map for hours to reach a higher level...
Qw4z1
Profile Joined April 2008
Sweden55 Posts
November 24 2010 21:01 GMT
#86
Updated version is now online on EU. Enjoy and sorry for the delay.
"All these new players are really thin skinned" - IdrA
Vanished131
Profile Blog Joined October 2010
France311 Posts
November 25 2010 01:24 GMT
#87
On November 25 2010 06:01 Qw4z1 wrote:
Updated version is now online on EU. Enjoy and sorry for the delay.


Thanks Q!
Faranth
Profile Blog Joined December 2009
933 Posts
November 25 2010 01:45 GMT
#88
--- Nuked ---
Vanished131
Profile Blog Joined October 2010
France311 Posts
Last Edited: 2010-11-25 02:18:03
November 25 2010 02:07 GMT
#89
On November 25 2010 10:45 Faranth wrote:
Show nested quote +
On November 25 2010 05:57 Vanished131 wrote:
On November 25 2010 05:35 Neokarasu wrote:
A couple of things:

1. Timer shouldn't start until you pick your talents. It's dumb that you have be lightning fast to pick Mineral Man/Eco/Gas if you want to get the full benefit of the talent. Also helps the newbies.

2. Talent description can use a bit more detail. Only Greedy gives you the full description (400 min) while everything else uses some vague description (like Savvy Samaritan. How much min do you get exactly per civ, etc.)

3. I don't expect this to change but not getting refund on building death sucks. Sometimes the lings path "correctly" and funnel into the 1 gap choke I made but other times they just kill my depot wall. Not cool.
Maybe if you can make sure they path correctly it won't suck as bad.

4. Since the game is basically about resource management, it would be cool if you can trade gas -> min and vice versa w/ your SCV. Make it like 2 gas -> 1 min and 2 min -> 1 gas. Basically some build (bluehel, Tank, etc.) requires the heavy gas early but you really can't use the amount of gas Eco/Gas Hog gives you without equivalent amount of mins.

5. Last but not least, I would love player scaling. Obviously this is a team game but some people (like me) like to play solo. This is obviously really hard given that 1 player income is nowhere near 7 player's. So any kinda of scaling to support smaller group is good.


Alright I see a lot of tears here. Let me start at the origin.

1. I will eventually pay out for the elapsed time (a few seconds?).
2. Write me the descriptions then. I guess you are volunteering? Post it here, place X in the place of the number of minerals.
3. Cry?
4. Don't pick Gas Hog then. It's called strategy; do you want some whine fries with that?
5. If you took the time to read through the thread, you would realize that there is player scaling. I'm not going to give 1 player all the minerals that multiple players would get, it's much too banal. Since when is this game 7 players?


I realize that this map is entirely your undertaking, and thus all efforts and decisions are ultimately yours.

However, the vitriolic tone you've taken towards legitimate criticisms is simply disgusting. Why bother posting a forum thread about your map if you are simply going to thoughtlessly dismiss what the players have to say?

"Write me the descriptions then?" Is it not the very point of Neokarasu that we don't precisely understand the benefit of the talent? Expecting us to then describe it is simply absurdity. How much effort does it take to explain that "You will gain X number of minerals per civilian saved per round"? A simple quantification helps massively in determining a strategy... yet you seem to overlook this while simultaneously criticizing Neokarasu on the grounds of needing "strategy".

I don't read such an intensely angst-ridden tone from Neokarasu's post, yet your response is nothing short of vicious. For the third criticism, you could at least explain that the design is intentional - sometimes they will attack the wall, other times they will not - but your best is, "Cry?"

Disappointing. If you're going to look for the community for advice (which you do by opening the thread, even if you do not explicitly ask for critique), I would encourage you to respond in a mature and thoughtful manner regardless of what the critique says. Our goals are mutual in developing an enjoyable experience.



I often, and have, changed things due to complaints and suggestions.

I like to keep things brief, so you don't have to hunt for my points. So I will say a couple of things. I don't have a problem being courteous and friendly towards players who post thoughtful suggestions. But when a player posts in this thread without knowing certain obvious aspects of the game (such as the fact that buildings have always been refunded--this can easily be verified by having a command center destroyed and watch your minerals be refunded), I find it to be most likely, not-well-thought-out suggestions. And lastly, I mentioned several times in this thread that Zillion Zerglings is scaled to the number of players.

Concerning that last bit, our goals are mutually exclusive. You want an enjoyable experience. I want an efficient experience; if the work gets done, our jobs are complete. I understand your stance, and I was too harsh in my previous post.

I would appreciate it if you would understand the circumstances surrounding the angst next time you post in this thread.

Feel free to comment back though.
Faranth
Profile Blog Joined December 2009
933 Posts
November 25 2010 02:25 GMT
#90
--- Nuked ---
Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
November 25 2010 03:15 GMT
#91
On November 25 2010 03:18 Monxy wrote:
Show nested quote +
On November 24 2010 23:26 Vanished131 wrote:
If you would pay attention to the original post, you would know these things.


Oh, I was so dumb I was trying to find some more complicated ways. It's in fact so easy...
If anyone wants to know what it is then:
a+b=c
a - last level
b - current level
c - next level


i mentioned it was the Fibonacci sequence on page 2...
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
Vanished131
Profile Blog Joined October 2010
France311 Posts
November 25 2010 03:20 GMT
#92
On November 25 2010 12:15 Cyber_Cheese wrote:
Show nested quote +
On November 25 2010 03:18 Monxy wrote:
On November 24 2010 23:26 Vanished131 wrote:
If you would pay attention to the original post, you would know these things.


Oh, I was so dumb I was trying to find some more complicated ways. It's in fact so easy...
If anyone wants to know what it is then:
a+b=c
a - last level
b - current level
c - next level


i mentioned it was the Fibonacci sequence on page 2...


I am guilty of skipping pages in a thread also. For this reason, I will strive to maintain the original post.
yoeri
Profile Joined November 2010
Netherlands8 Posts
Last Edited: 2010-11-25 08:03:08
November 25 2010 08:02 GMT
#93
Played a fair number of games on the european servers with a few friends of mine and we realy like this map. We mostly wall in 2 of us go planetary fortress and the others are going full marine.
now those who go full marine have allot of gass but are unable to trade it with the other players.
Maybe trade can be enabled?

And furthermore the waves where the enemy spawn burowed around your base bugs a bit. The planetary fortresses and marine's kill the lings before they have a chance to fully unburrow. When this hapens the kill counter won't go up. At the moment it seems you have to move your units out to gain kills. Maybe this is fixable?

But other then that we love your map!
Zasz: You dare threaten a Cerebrate? You will be the doom of us all!
WarLag
Profile Joined November 2010
1 Post
November 25 2010 11:02 GMT
#94
Me and other guys left after 10 waves beacuse the map is a bit boring after 7° wave. You can go on for ever making a circle with command centre upgrading armor and making a mothership. So you need that 1 person use protoss.
nehl
Profile Joined November 2010
Germany270 Posts
November 25 2010 13:57 GMT
#95
sound as if my computer will not get lv 100^^
but sounds funny, ill try it out later for shure.
Neokarasu
Profile Joined April 2010
United States20 Posts
November 25 2010 16:07 GMT
#96
Easy there champ, don't want to break a leg getting off the high horse.

Some follow-up:

1. It's more than a couple of seconds really. Say you're a new player playing this map. I would imagine you would take a good 10 seconds reading each talent description. That's lost mineral generation time for Mineral/Eco build which is vital since again, this game is all about resource management. It might not make a big deal for experienced players but I don't see any negative side effect from delaying the timer (and therefore mineral generation) until a talent is picked.

2. If you tell me exactly what they do, I'd love to type out the description. But as pointed out, I don't even know exactly what they do. Greedy has such a succinct description: "400 minerals, no question asked". Why shouldn't every other talent be given a bit more specificity?

3. I'll actually retract this statement. I was only basing it on earlier observations but after testing it out, buildings do get refunded. I guess the game is generally over when they breach any wall so mostly frustrated at the pathing.

4. I like strategy. Resource management is strategy. However since I don't play in bigger teams, I can't comment on that team dynamic. What I know is minerals is the limiting factor in this map and the talents that don't boost mineral seems subpar compared to one that does. An additional method to manage resources would add another layer to the game and option is always fun (IMO).

5. I know you added some player scaling. In fact, I've played through many iterations of this map and know that you start out w/ more resources now than before. However, I also know that there's only so far you can go in the game before solo resource generation is simply not enough to keep playing. What I was asking is for the resource generation to scale.
Now if you don't intend the game to be soloable then that's fine. Just say "don't solo it" and I won't try. However, adjusting the starting resource without tweaking the long-term resource generation and calling that "scaling" is hardly enough.

p.s. I said 7 because that's the number next to the map name. Since I play solo and never bothered to actually count or stop to think about the map slots, I typed out 7
Vanished131
Profile Blog Joined October 2010
France311 Posts
November 25 2010 16:25 GMT
#97
On November 25 2010 17:02 yoeri wrote:
Played a fair number of games on the european servers with a few friends of mine and we realy like this map. We mostly wall in 2 of us go planetary fortress and the others are going full marine.
now those who go full marine have allot of gass but are unable to trade it with the other players.
Maybe trade can be enabled?

And furthermore the waves where the enemy spawn burowed around your base bugs a bit. The planetary fortresses and marine's kill the lings before they have a chance to fully unburrow. When this hapens the kill counter won't go up. At the moment it seems you have to move your units out to gain kills. Maybe this is fixable?

But other then that we love your map!


Can someone verify that this bug still exists? I have had no problems since Q updated it on Eu.

Vanished131
Profile Blog Joined October 2010
France311 Posts
November 25 2010 16:34 GMT
#98
On November 26 2010 01:07 Neokarasu wrote:
Easy there champ, don't want to break a leg getting off the high horse.

Some follow-up:

1. It's more than a couple of seconds really. Say you're a new player playing this map. I would imagine you would take a good 10 seconds reading each talent description. That's lost mineral generation time for Mineral/Eco build which is vital since again, this game is all about resource management. It might not make a big deal for experienced players but I don't see any negative side effect from delaying the timer (and therefore mineral generation) until a talent is picked.

2. If you tell me exactly what they do, I'd love to type out the description. But as pointed out, I don't even know exactly what they do. Greedy has such a succinct description: "400 minerals, no question asked". Why shouldn't every other talent be given a bit more specificity?

3. I'll actually retract this statement. I was only basing it on earlier observations but after testing it out, buildings do get refunded. I guess the game is generally over when they breach any wall so mostly frustrated at the pathing.

4. I like strategy. Resource management is strategy. However since I don't play in bigger teams, I can't comment on that team dynamic. What I know is minerals is the limiting factor in this map and the talents that don't boost mineral seems subpar compared to one that does. An additional method to manage resources would add another layer to the game and option is always fun (IMO).

5. I know you added some player scaling. In fact, I've played through many iterations of this map and know that you start out w/ more resources now than before. However, I also know that there's only so far you can go in the game before solo resource generation is simply not enough to keep playing. What I was asking is for the resource generation to scale.
Now if you don't intend the game to be soloable then that's fine. Just say "don't solo it" and I won't try. However, adjusting the starting resource without tweaking the long-term resource generation and calling that "scaling" is hardly enough.

p.s. I said 7 because that's the number next to the map name. Since I play solo and never bothered to actually count or stop to think about the map slots, I typed out 7


Touché. Mineral regeneration will be scaled, although it will not be the full amount as for 6 players. This is a multiplayer strategy game. A single player will always be more efficient with 1000 minerals than 2 players will be.

Talents that don't boost minerals? You still have quite a choice there. In the next version, all units will no longer cost gas in the same way you know it as. Also, the version on Europe doesn't properly award minerals and vespene based on kills. This has been fixed on US and will be updated soon on Eu.

The pathing is horrible. I'll work on this in the future. (Although, when I finally implement improved pathing, you aren't going to like it.)
yoeri
Profile Joined November 2010
Netherlands8 Posts
November 25 2010 17:36 GMT
#99
@Vanished131

A friend of mine has saved a replay of it, i will see him tomorow ill upload the replay then.
Zasz: You dare threaten a Cerebrate? You will be the doom of us all!
Vanished131
Profile Blog Joined October 2010
France311 Posts
November 25 2010 18:23 GMT
#100
On November 26 2010 02:36 yoeri wrote:
@Vanished131

A friend of mine has saved a replay of it, i will see him tomorow ill upload the replay then.


I don't need a replay. I need someone to verify that the bug still exists.
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