Hello Count Petofi,
Maybe I really need to sit down and rewrite this thread as I'm not trying to defend the weak players here, I'm trying to balance the game between the skill based player and the combat based player.
I don't believe you can accurately state that the combat based player (possibly without the ability to gather anything but fragments) has a great advantage in the game over the skilling pure with the ability to gather from every clay source and produce anything in the game.
Now I'm not talking about just the points reward. If I just want points I play non-combat. I'm talking about playing the full game as it was intended to be played and I happen to love the open combat.
The problem I see with the game is that it has almost been "solved".
For most high combat players (regardless of skilling levels) the game proceeds as follows:
Start the game
Spend about 8 minutes gathering resources
Deposit your gatherings to insure your points
Get your c5 dagger, put on your "keep one item", and head to the enemy base
Trap all players from leaving their base gradually eliminating all the enemy's resources
Run down every player and attempt to get "Most Kills"
This really has little to do with being a "weak" player or not. High combat players without a weapon or food are at a great disadvantage to the same combat player wielding just a dagger.
The game was defined as a "skill based minigame" from day one yet it is definitely a combat based game rewarding the combat player greatly over the skill based player.
And please don't tell me that high combat players are usually high skill players, I've spent a great deal of time looking up the most offensive high combat players that hang out in SC and most are not equally "skilled".
09-Feb-2012 14:50:26
- Last edited on
09-Feb-2012 14:55:20
by
Scavlord