7:26 the skill floor is low, the skill ceiling is high. There is a huge amount of advancement learning and experience to gain to be good. It's like saying chess has a low skill ceiling because you can learn how all the pieces move in about 3 minutes.
Exactly. Came to say the same thing. But unlike Trackmania where the skill ceiling can actually be reached, in this game it is practically impossible due to indeterministic physics. Even with two identical series of inputs, you get two different results because of that, so there is so much luck involved that the ceiling can never be reached.
Also just the general misunderstanding of a high skill player on just how high a skill ceiling is or isn't. In reality, Zeepkist has a higher skill ceiling than Trackmania, at least outside of challenge maps like Deep Dip or any of a variety of khaki maps, which can achieve difficulty parity between the games for any of a variety of reasons. But mostly because it's extremely easy to lose momentum, and extremely hard to understand that you're losing too much, and how, and why. Going back to the Chess example, we can look at an even simpler game, Go, and realize that it took a hell of a lot more processing power for computers to be able to compete with humans than Chess did. Simplicity paradoxically has a tendency to breed even more emergent complexity.
but that ramp with the glider is a special idea: no photomode. you want to explore the track from above? you have to fly around. one checkpoint that can't be flown through should be enough to make flying the track itself impossible. or leave it open as a possibility, for those who want.
Still though, dude saying that the game is easy I swear doesn't understand what makes games fundamentally hard or in this case, a higher skill ceiling. Any game with player-created levels is going to objectively have a higher skill ceiling, because anyone regardless of skill can create the maps that the player has to beat. Dude arguing otherwise is actually terminally online or something.
@@wingsoficarus1139 i honestly think twoface just misspoke. i think what he had intended to say was that the game has a low skill floor and because this game has a simple control scheme it is more approachable, which is true. but the skill ceiling is a different subject from the skill floor. and as you put it the player made levels do offer a great challenge and a high skill ceiling.
The skill ceiling is definitely lower than trackmania. But the ceiling is still very very high. It's like comparing the clouds to space. One is lower but both are still high af. I will say the skill floor in Zeepkist is a lot lower than Trackmania, so it's a lot easier to get started on Zeepkist vs Trackmania.
I would disagree, actually. The main reason, the skill ceiling is seen as being so high in TM is because it's a deterministic game and there is a theoretical set of perfect inputs for any given map that will result in the fastest possible time. So if you want to hunt for a world record in TM, then, of course, the skill ceiling is higher. But when people say high skill ceiling, they don't mean grinding a single map for 3 weeks just to get a single 30 second sequence that is 0.1 seconds faster than the previous world record, they mean actual live races against other players. In such a setting, Zeepkist is far more brutal precisely because there is no engine. If you have an engine and brake a bit too hard during a curve, you can gum it and get back up to speed relatively quickly, but without an engine, depending on the track layout, you might never get that speed back. This is precisely why we see such massive gaps at the top level for Zeepkist. Mistakes in the early parts of the map are far more unforgiving there.
@@naphackDT I like your point, but I would like to point out that there are "no engine" gates in Trackmania, people (and Nadeo) have made soap box (zeepkist) racing tracks in Trackmania. So you've compared just the normal Trackmania car versus Zeepkist car on a normal track, but left out all the different surfaces that the two games have, left out all the different car modes (gates) the games have, and lastly all the different cars and those car modes and surface knowledge (this one mostly pertains to Trackmania).
Agree with TwoFace, skill ceiling is lower compared to other track racing games where theres a lot more mechanics to learn if u wanna reach it. But the one you guys talked in the video was about skill floor, which ngl is also quite lower than other games.
Right. You can suck total trash at this game and still have fun. It's not like Yannick intends for it to be the most difficult game in the world. That's where the subjectivity is.
I keep looking at videos of this game and there are moments when I remember "oh right, they can't accelerate, that makes it so much harder and counter-intuitive". TwoFace is right in a pure logical way (if you come knowing nothing about anything then there's less to learn in this one), but in practice everyone has an intuitive idea of how a regular car would work, because it's not dissimilar to how they'd race someone on foot (you can change direction, you can slow down, you can go faster), while racing someone as you're rolling downhill is less intuitive. Fewer controls can mean less to learn (e.g. automatic vs manual gear shifting), or it can mean more to make up for (uh oh, no acceleration, how do I keep enough momentum in this turn to make the jump after?)
Something came up with the username "Kosmo" in another game. Like I think it was either taken or claimed or something and he couldn't get it, so he uses that now.
Kosmo, I think you have the same problem Kan has. A lot of times when Kan builds a track and does a validation run he does well but when he puts in a public lobby with other players the pressure to get the fastest time gets to him and doesn't do well and of course you admitted you spent hours trying to validate this track.
I'd say the skill floor is low, but the ceiling is WAY up there. Just try to finish and you usually can, but to break times you have to gitgud. I love the game because any type of player can play. Newbs and pros can both rock it... and sometimes the newbs can get lucky for podium!
I kinda prefer the "get a time" tracks over fighting for small optimizations on an easy track. It's much more hype when someone actually lands the difficult portions :)
I'd say the barrier to entry is low and the skill celling is moderate. Anyone can pick up this game and roll around and learn how it works in a relatively short amount of time. Though the mechanics of this game offer up some interesting challenges. Ya may not need to worry about gearing or tire heating but dropping a wheel in a turn can be a tricky balance between a better time and a restart.
Glad other commenters already pointed out that the whole argument was pointless... ceiling and floor are different things entirely. The difference between them in this game is actually huge. Floor is really low, because some tracks can be really easy, but the ceiling on some maps is really high. When you have people like Maki it's very obvious there's a player skill difference too - it's impossible to argue that. This is just one of those games where that's a conversation not even worth having.
I don’t understand why there’s an argument. The skill ceiling for Zeepkist is objectively lower than any other typical driving game that includes power units and drivetrains
it's objectively lower than a _TON_ of games. I think Kan and Kosmo and whomever else was arguing were doing so from the point of view that they think "low skill ceiling == I should be good at this", but that's just nonsensical. There's still a ton to be good at, it's just factually simpler than other games (even non-racing games) and so the skill ceiling (and floor) are quite low. In other words Kan, Kosmo and others should 'git gud', cuz there's no excuse like there is with a high skill ceiling game.
theres an argument because there was a crucial misunderstanding/miswording of saying skill CEILING when actually meaning to say skill FLOOR skill floor is the barrier of entry skill ceiling is the point where you cant perform measurably better
@@ChiliCheeseNuggies the floor is way lower but the ceiling is also lower than trackmania. Adding in acceleration, shifting and different surfaces (ice, dirt, grass, track, water) gives you more to manage during a run. On top of that, trackmania has deterministic physics. That means there is no rng, you have full control over making your run good or bad. The ceiling is lower. That does not mean it is easy, just that there is less skill expression on the upper end.
@@rickastley7522 - The point is that it doesn't matter, because what they were actually describing was the "barrier to entry" which is the skill FLOOR, not the skill CEILING. And, second, even if the skill ceiling is low FOR A RACING GAME. The skill ceiling on racing games is always high in general, because the high end skills are an intuitive understanding of applied physics and millimeter precision mixed with lightning fast reaction times.
@@snowe.. I can't agree. I fully agree that ZK's skill ceiling is _lower_ than many many games, but it is by no means low. If it were objectively low, then yes, anyone who's put more than 50 hours into the game _should_ be good at it, with a few exceptions. The simple fact that it has player made levels and allows for kacky shenanigans raises the skill ceiling tremendously, and I don't think there are many tracks that exist currently that come close to requiring the full extent of skill that's possible. As others have said though, the skill floor is super low, which I imagine is more what TwoFace was implying.
The skill ceiling is lower in Zeepkist. Justice for TwoFace, Flamewars in the comments? - Alternate Ragebait Video Title On a more serious topic, that is one heck of an aesthetic track, Kosmo.
But what was being described wasn't the skill ceiling, but the skill floor. They were still wrong, because they were using the wrong word to describe "what the community likes" (as they described it), which is that it's easy to be competent, not that it's easy to be among the best.
More needed inputs doesn't always equal a greater skill requirement. Those inputs can allow for adjustments and corrections for player error; removing those inputs eliminates that leniency. Case in point: _Zeepkist_ vehicles can't be accelerated whenever their drivers want them to be. Overbrake a turn in most racing games and you lose a split second; overbrake a turn in _Zeepkist_ and you end up FAR behind or even failing to finish as you stall out later. It is precisely the _lack_ of that method of control that can make this game harder, not easier.
As someone who's not good with racing games in general, I can honestly say the skill ceiling is lower than other racing games, but it's certainly not low as you need a LOT of precision driving.
in one side it's easier because you'll only think about steering, but on the other hand, if you make a bad turn and lost all of your speed, you can't just step on the gas and move on.
I think he was right with "the ceiling is high, but still lower than other racing games" but I think phrasing it as "the game is inherently more casual due to it's non-deterministic phsyics and lack of throtle" is probably a better way of making the argument
Everyone should have a paraglider to view the track... In fact, maybe Dapper should do this the most because he disables photomode. He could still hide things where the paraglider won't be able to go to.
I feel like if he said "The skill floor is low." Everyone would have been like: "Yeah, I can see that." But saying "Skill ceiling" instantly everyone riots. lol
Skill ceiling debate: I haven't played a driving game since my teens... and I'm GenX, over 50. Pole Position is my driving jam. And I haven't driven a real car since the early 90s either, due to neurological issues. My games of choice as a player are strategy and city-builder/base-builder games. But I love watching Zeepkist, GTA, and BeamNG videos, so here I am. 🙂
if it said skill floor yea, skill ceiling is a measure of how good you are able to do, skill FLOOR is the base difficulty of getting into / simply completing
@@ChiliCheeseNuggies Ceiling is right for what they were saying. They were saying that liked not having to learn newer more complicated stuff like flying. They were not talking about how it is easy to be good at for newcomers. That would be the skill floor. They WERE taking about ceiling.
I agree with TwoFace, the inherent skill ceiling is rather low, but then I agree with kAN in that it's well augmented by it being a sandbox by heart and people constantly making and racing new tracks. Also, not everything needs to be the same kind of tryhard. 😸
The skill ceiling is a subjective measure, depending how quickly one understands the game mechanics. Many modern players in racing games think a game like Zeepkist is casual because of the comparatively low speeds you're travelling at. But Zeepkist needs some other skills to get to the finish than just being able to go fast.
I would agree the skill required is much lower in Zeepkist. A lot of that I think has to do with the player count being much lower here than a lot of other similar games. As a casual gamer, I must say it is nice to be able to jump into lobbies and actually be on the leader board sometimes and have some close races. I am nowhere even close to being able to compete in something like Trackmania. I enjoy it but I just don't have the time to devote to any game to "get good". With something that has throttle, it adds a whole other thing to master about the game and definitely raises the skill level required to "get good" and be competitive. And just to clarify, they were talking about skill floor not ceiling, just a mistake in wording but the point still gets across. As far as the flying, there are a lot of reasons people don't like it. One that isn't spoken about much that I have is that I am here for a soapbox racer, not a soapbox flier. To each there own and it's cool to have it as an option for people who do like it. I just wish there was a way to have no flying online lobbies for those of us that don't like it. Obviously if we control the lobby that can be done but for true public lobbies there will be a mix of both and it gets annoying to lobby jump, especially when there are only a few lobbies with people in them. There has been times where I end up having no choice but to play a flying track because all active lobbies are on a flying track at the same time. I'm sure there are several others who feel the same way so maybe at some point we will get an update that allows lobbies that force driving only tracks, and maybe the same for flying only and mixed only.
Just to reword twoface's point about the skill ceiling... Racing games in general have really high skill ceilings, but comparing zeepkist (which doesn't have engines) to others, it has a COMPARABLY low skill ceiling. It's like comparing one tower to another.
I love the flying. It's not that difficult. Set flying gates to set cam to 1st person or 3rd person static. If the problem is flying isn't fun cus it is to hard then I would request we remove the following: Grass, Ice, Soap, Speed Checks, Reversed steering, Inner wall rides, and Maki. That way I won't feel like the skill ceiling is too high.
The skill floor is low, meaning anyone can come in and play. But the skill ceiling is high, trying to edge out a half second, or finish some hard tracks is very hard.
I would recommend moving your logo "behind" the finish. Even if is on the same plain the appearance of the cart hitting your logo prior to the finish might anger people.
I think zeepkist is relatively difficult as a game. Maybe people are comparing it to formula 1 racing games or whatever. But if you compare it to the "easy to pick up, hard to master casual racing" side: I think Diddy Kong racing is easier for new players but just as hard on the top end. If I was going to change one thing about zeepkist for new players it would be how easy it is for wheels to fall off or crash. I do think sometimes the cars are just a little bit too brittle.
If Sandals or someone who knows them sees this, if the computer issue you have, are a complete shutoff, with no warning, no BSOD, or anything like that (Maybe pretty randomly, but generally under highload, like when gaming), consider maybe if it could be your PSU. I had that exact issue at least, and boy was it annoying yes, and eventually I went with replacing my PSU(which tbf, was reaching like 10 years old, by far the oldest component in my build), and it fixed it completely.
I think the game is easy to learn and play. But it gets harder when you have to take a perfect racing line or get speed checks and then fail the level. Some racing games have arrows and Indictors telling you the optimal line, so I feel like it takes some time for me to learn how to maintain your speed because there is no throttle.
Excellent track and welcome back! We're so glad you're back making more Zeepkist videos. Sorry I had to turn the video off early cause 2 face just gets on my nerves sometimes
I don't agree that soap box racing is a lower skill ceiling than engine racing. I will concede that manual transmission is a higher skill ceiling, but automatic transmisson engine racing is much more forgiving because it is fairly obvious that acceleration in a relatively strait line makes you faster. Zepkist and by extension other non engine racing games are about making precise turns to preserve the speed you have and sacrificing it strategically in the areas that allow you to recover that speed because the window to recover the speed is long enough to justify a greater than nessisary slowdown. However, I would agree that Zeipkist isn't as competitive as other games like Trackmania but that is because it has inconsistent physics while Trackmania will have two different runs with perfectly identical inputs result in the exact same time while Zeipkist has a randomness that dosent allow the same level of grinding towards perfection.
I don't think there's a difference in skill floor (that's really what's the debate topic) in difficultly as much as there is just a flat out difference. I take the skill floor to be what basic skill do you need to have to repeatedly be able to complete 1 level/course/part of a game, enjoy it, and be willing to do it again. For Trackmania, you honestly just need to have patience or be willing to eat the side walls a few times. Beyond that, it's more or less patience in learning the normal race lines. I'm not going to bring up all the nose grind and drift boosting weirdness the try hard TASC players are doing. Just if you had a 8 year old kid wanting to get into the game as a racing game, that's all they'd need is patience and the ability to turn. It's a faster pace Mario Kart sans any weapons, so kind of more F-Zero without floaty cars. Zeepkist you need some semblance of speed management because unless you've got boosts and fans everywhere, your only going as fast as you are off the end of the boost or at the end of the hill. After that you're only loosing speed until the next hill or boost. Sure you're not having to manage an accelerator, but you do have to make sure you don't slide your face across the inner wall to try to whip around a turn because you can't accelerate out of it. Drifting kills your speed, but some times you have to do it, but it's unintuitive to be able to drift and not be able to accelerate out of it. I'd have to wager more people have played games like Mario Kart and GTA and have experienced that spinning out while trying to drift and how much it sucks trying to gas out of it. Yeah, zeepkists don't do that. So that makes the experience DIFFERENT. Not harder or easier, just different. It really can't be compared. Trying to compare the two is like trying to compare some other nations comfort food to American BBQ. They're both good, but they're just different. One's not inherently better than the other; they're just different. Trying to claim that one game is some how inherently more difficult than the other because you have one more thing to do isn't a great argument because that one thing you have to do in that one game ends up being one thing you actually have to worry about in the other game, so is it really a comparison of difficulty or is it a comparison of comparisons?
I do think the game seems to be a bit more casual compared to trackmania, as trackmania does seem to have more of a competitive scene/ niche mechanics that make you go faster etc. That being said, it's definitely not like you can't make hard maps in zeepkist and such...
bruh, the skill ceiling is low, but that does not mean it is easy to reach. no matter how low the ceiling is, as long as the game is not solved, fully reaching the skill ceiling is impossible. a high skill ceiling means big difference between a decent player and a very good player, while a low skill ceiling means that a pretty good player will be just barely worse than the best, not that it's easy to become the best.
I am without a doubt you guys' oldest viewer. I think my profile is only 41.. that's wrong by 10 years 😄 I wish I was only 41 still. I put these on when I do paperwork. What does your oldest fan do for a living? Capt. on the City of Toronto fire department. 🚒 A track through a burning building, through the smoke and flames 🔥 would be a peek into what I've been doing since Iraq 😄
The conversation reminds me of the top .01% of the destiny PvP community where they deemed the skill ceiling extremely low that appeals to casuals which resulted in the devs neutering all the builds/guns for "balance/competitiveness" to appease them... which lead to just a meh PvP game.... and the top .01% hating it... after all the casuals bounced and the .01% had to compete against each other constantly lmao
not first but I am dev
@@fiets38 first in muh hart ❤️
Hi Yannic!
Unfortunately for you, youtube isn't like your game, where you can kick people in order to get first.
Put a zero'th place above first place that is eternally just your name and a time of zero seconds.
@@darealkosmo fiddle sticks.
7:26 the skill floor is low, the skill ceiling is high. There is a huge amount of advancement learning and experience to gain to be good. It's like saying chess has a low skill ceiling because you can learn how all the pieces move in about 3 minutes.
It's high but also other racing games have higher skill ceillings, but that also comes with higher skill floors.
Exactly. Came to say the same thing. But unlike Trackmania where the skill ceiling can actually be reached, in this game it is practically impossible due to indeterministic physics. Even with two identical series of inputs, you get two different results because of that, so there is so much luck involved that the ceiling can never be reached.
In other words: Easy to learn, hard to master.
Yeah I think there were some MAJOR confusion between skill floor and skill ceiling in this video
Also just the general misunderstanding of a high skill player on just how high a skill ceiling is or isn't. In reality, Zeepkist has a higher skill ceiling than Trackmania, at least outside of challenge maps like Deep Dip or any of a variety of khaki maps, which can achieve difficulty parity between the games for any of a variety of reasons. But mostly because it's extremely easy to lose momentum, and extremely hard to understand that you're losing too much, and how, and why.
Going back to the Chess example, we can look at an even simpler game, Go, and realize that it took a hell of a lot more processing power for computers to be able to compete with humans than Chess did. Simplicity paradoxically has a tendency to breed even more emergent complexity.
You know it is tough when maki doesn't even finish.
I'm amazed Maki didn't finish. He always finishes with "how did you do that" times.
Skill ceiling so low he kept accidentally crashing into it :P
Sometimes he isn't a pro but just Maki
@@caked3953 just a builder Maki
you can actually be to fast for a track too
@@caked3953 I see what you did there. :D
but that ramp with the glider is a special idea: no photomode. you want to explore the track from above? you have to fly around.
one checkpoint that can't be flown through should be enough to make flying the track itself impossible. or leave it open as a possibility, for those who want.
the skill *floor is low. the skill ceiling is still pretty high but maybe not as high as in other hardcore racing games.
I think this is honestly the flying complaint, it raises the skill FLOOR, because it's admittedly a bit janky (not that I dislike it much)
100%
Still though, dude saying that the game is easy I swear doesn't understand what makes games fundamentally hard or in this case, a higher skill ceiling.
Any game with player-created levels is going to objectively have a higher skill ceiling, because anyone regardless of skill can create the maps that the player has to beat. Dude arguing otherwise is actually terminally online or something.
@@wingsoficarus1139 i honestly think twoface just misspoke. i think what he had intended to say was that the game has a low skill floor and because this game has a simple control scheme it is more approachable, which is true. but the skill ceiling is a different subject from the skill floor. and as you put it the player made levels do offer a great challenge and a high skill ceiling.
I'm wondering if the same map would actually be harder in Trackmania or easier.
You had me at frikandel pew-pews; dangerously delicious 😆
haha!! Thank you! 😊
Twoface with first world problems: "I had too much speed and I died."
Speed as in velocity, or speed as in drugs?
Considering the ADHD squirrel energy of twoface in some vids. Both?
i scrolled down and saw this right before he said that lol
The skill ceiling is definitely lower than trackmania. But the ceiling is still very very high. It's like comparing the clouds to space. One is lower but both are still high af. I will say the skill floor in Zeepkist is a lot lower than Trackmania, so it's a lot easier to get started on Zeepkist vs Trackmania.
I haven't played Trackmania but for that game the "ignore shitty camera angle" skill needs to be pretty high just to watch videos of it.
I would disagree, actually.
The main reason, the skill ceiling is seen as being so high in TM is because it's a deterministic game and there is a theoretical set of perfect inputs for any given map that will result in the fastest possible time. So if you want to hunt for a world record in TM, then, of course, the skill ceiling is higher. But when people say high skill ceiling, they don't mean grinding a single map for 3 weeks just to get a single 30 second sequence that is 0.1 seconds faster than the previous world record, they mean actual live races against other players.
In such a setting, Zeepkist is far more brutal precisely because there is no engine. If you have an engine and brake a bit too hard during a curve, you can gum it and get back up to speed relatively quickly, but without an engine, depending on the track layout, you might never get that speed back. This is precisely why we see such massive gaps at the top level for Zeepkist. Mistakes in the early parts of the map are far more unforgiving there.
@@naphackDT I like your point, but I would like to point out that there are "no engine" gates in Trackmania, people (and Nadeo) have made soap box (zeepkist) racing tracks in Trackmania. So you've compared just the normal Trackmania car versus Zeepkist car on a normal track, but left out all the different surfaces that the two games have, left out all the different car modes (gates) the games have, and lastly all the different cars and those car modes and surface knowledge (this one mostly pertains to Trackmania).
Agree with TwoFace, skill ceiling is lower compared to other track racing games where theres a lot more mechanics to learn if u wanna reach it. But the one you guys talked in the video was about skill floor, which ngl is also quite lower than other games.
Right. You can suck total trash at this game and still have fun. It's not like Yannick intends for it to be the most difficult game in the world. That's where the subjectivity is.
I keep looking at videos of this game and there are moments when I remember "oh right, they can't accelerate, that makes it so much harder and counter-intuitive". TwoFace is right in a pure logical way (if you come knowing nothing about anything then there's less to learn in this one), but in practice everyone has an intuitive idea of how a regular car would work, because it's not dissimilar to how they'd race someone on foot (you can change direction, you can slow down, you can go faster), while racing someone as you're rolling downhill is less intuitive.
Fewer controls can mean less to learn (e.g. automatic vs manual gear shifting), or it can mean more to make up for (uh oh, no acceleration, how do I keep enough momentum in this turn to make the jump after?)
I was today years old when i figured out the /< is meant to look like a k
So do i Lol
It came to me when he showed the finish logo
@ItsBeePOfficial same
Something came up with the username "Kosmo" in another game. Like I think it was either taken or claimed or something and he couldn't get it, so he uses that now.
Woot new kosmo video
Hugs and Kisses Guys ;)
Oh and that validation run was divine. Such a smooth map when it works.
Kosmo, I think you have the same problem Kan has. A lot of times when Kan builds a track and does a validation run he does well but when he puts in a public lobby with other players the pressure to get the fastest time gets to him and doesn't do well and of course you admitted you spent hours trying to validate this track.
12:56 and firm handshakes for the ladies
The skill ceiling may be low, but the floor is too.😂
I absolutely suck at this game, and I still enjoy playing it.
I like the paraglider idea, since it lets you check out the aesthetics without going into photo mode. It's a nice touch.
I'd say the skill floor is low, but the ceiling is WAY up there. Just try to finish and you usually can, but to break times you have to gitgud. I love the game because any type of player can play. Newbs and pros can both rock it... and sometimes the newbs can get lucky for podium!
Difficulty is subjective, and that's entirely the reason things are often referred to as a "learning curve" ❤
I kinda prefer the "get a time" tracks over fighting for small optimizations on an easy track. It's much more hype when someone actually lands the difficult portions :)
I'd say the barrier to entry is low and the skill celling is moderate.
Anyone can pick up this game and roll around and learn how it works in a relatively short amount of time. Though the mechanics of this game offer up some interesting challenges. Ya may not need to worry about gearing or tire heating but dropping a wheel in a turn can be a tricky balance between a better time and a restart.
Glad other commenters already pointed out that the whole argument was pointless... ceiling and floor are different things entirely. The difference between them in this game is actually huge. Floor is really low, because some tracks can be really easy, but the ceiling on some maps is really high. When you have people like Maki it's very obvious there's a player skill difference too - it's impossible to argue that. This is just one of those games where that's a conversation not even worth having.
3:55, you should have hidden Kan's logo in the garbage pile
I love the details in this one! Thanks Kosmo❤️
Y'all talking about floors and ceilings and I'm over here drowning in the skill ocean and struggling with adventure mode 😅
Lol same, I'm digging down the skill underground
I don’t understand why there’s an argument. The skill ceiling for Zeepkist is objectively lower than any other typical driving game that includes power units and drivetrains
it's objectively lower than a _TON_ of games. I think Kan and Kosmo and whomever else was arguing were doing so from the point of view that they think "low skill ceiling == I should be good at this", but that's just nonsensical. There's still a ton to be good at, it's just factually simpler than other games (even non-racing games) and so the skill ceiling (and floor) are quite low. In other words Kan, Kosmo and others should 'git gud', cuz there's no excuse like there is with a high skill ceiling game.
theres an argument because there was a crucial misunderstanding/miswording of saying skill CEILING when actually meaning to say skill FLOOR
skill floor is the barrier of entry
skill ceiling is the point where you cant perform measurably better
@@ChiliCheeseNuggies the floor is way lower but the ceiling is also lower than trackmania. Adding in acceleration, shifting and different surfaces (ice, dirt, grass, track, water) gives you more to manage during a run. On top of that, trackmania has deterministic physics. That means there is no rng, you have full control over making your run good or bad. The ceiling is lower. That does not mean it is easy, just that there is less skill expression on the upper end.
@@rickastley7522 - The point is that it doesn't matter, because what they were actually describing was the "barrier to entry" which is the skill FLOOR, not the skill CEILING.
And, second, even if the skill ceiling is low FOR A RACING GAME. The skill ceiling on racing games is always high in general, because the high end skills are an intuitive understanding of applied physics and millimeter precision mixed with lightning fast reaction times.
@@snowe.. I can't agree. I fully agree that ZK's skill ceiling is _lower_ than many many games, but it is by no means low. If it were objectively low, then yes, anyone who's put more than 50 hours into the game _should_ be good at it, with a few exceptions. The simple fact that it has player made levels and allows for kacky shenanigans raises the skill ceiling tremendously, and I don't think there are many tracks that exist currently that come close to requiring the full extent of skill that's possible.
As others have said though, the skill floor is super low, which I imagine is more what TwoFace was implying.
There is a big difference between "The skill ceiling is low", and "The skill ceiling is not as high as this other game"
It’s one of those SOTE skill ceilings with spikes that crash down on your head.
The skill ceiling is lower in Zeepkist. Justice for TwoFace, Flamewars in the comments? - Alternate Ragebait Video Title
On a more serious topic, that is one heck of an aesthetic track, Kosmo.
exactly. its not low its lower than tracmania.
But what was being described wasn't the skill ceiling, but the skill floor. They were still wrong, because they were using the wrong word to describe "what the community likes" (as they described it), which is that it's easy to be competent, not that it's easy to be among the best.
I would've cut out the argument tbh. I know it's not THAT serious but I feel like that went a little beyond a lighthearted debate for a bit there.
That was so funny though
They generally don't cut anything out
More needed inputs doesn't always equal a greater skill requirement. Those inputs can allow for adjustments and corrections for player error; removing those inputs eliminates that leniency. Case in point: _Zeepkist_ vehicles can't be accelerated whenever their drivers want them to be. Overbrake a turn in most racing games and you lose a split second; overbrake a turn in _Zeepkist_ and you end up FAR behind or even failing to finish as you stall out later. It is precisely the _lack_ of that method of control that can make this game harder, not easier.
Forget the skill ceiling, what about the skill walls?
haha, yeah everyone always talks about the skill floors and ceilings, but never about the poor skill walls
Pitch fork for the frikandels. This track have kan's vibe but with kosmo's decorations.
I love the younger generation gets skill ceiling and floor mixed up
Ugh oh mommy and daddy are fighting.
Yannic could add a train gate that uses the control complexity of Railroads Online.
Also a sled gate, hot air balloon gate, and a Bubble Boy gate.
As someone who's not good with racing games in general, I can honestly say the skill ceiling is lower than other racing games, but it's certainly not low as you need a LOT of precision driving.
Lookathisdood
Glad to have you back Kosmo!
Its been a long time since i watched this guy
Its been a long time since I seen this guy
Fitting that this came out around the same time as Kan’s skill ceiling map.
in one side it's easier because you'll only think about steering, but on the other hand, if you make a bad turn and lost all of your speed, you can't just step on the gas and move on.
I think he was right with "the ceiling is high, but still lower than other racing games" but I think phrasing it as "the game is inherently more casual due to it's non-deterministic phsyics and lack of throtle" is probably a better way of making the argument
It's not necessarily about the ceiling
It's friends we've met along the wallrides
Everyone should have a paraglider to view the track...
In fact, maybe Dapper should do this the most because he disables photomode.
He could still hide things where the paraglider won't be able to go to.
I feel like if he said "The skill floor is low." Everyone would have been like: "Yeah, I can see that." But saying "Skill ceiling" instantly everyone riots. lol
Skill ceiling debate: I haven't played a driving game since my teens... and I'm GenX, over 50. Pole Position is my driving jam. And I haven't driven a real car since the early 90s either, due to neurological issues. My games of choice as a player are strategy and city-builder/base-builder games. But I love watching Zeepkist, GTA, and BeamNG videos, so here I am. 🙂
Two Face was right. The title of this video absolutely SHOULD have been "My Track's Skill Ceiling is TOO HIGH for the PROS"
if it said skill floor yea, skill ceiling is a measure of how good you are able to do, skill FLOOR is the base difficulty of getting into / simply completing
@@ChiliCheeseNuggies Ceiling is right for what they were saying. They were saying that liked not having to learn newer more complicated stuff like flying. They were not talking about how it is easy to be good at for newcomers. That would be the skill floor. They WERE taking about ceiling.
I agree with TwoFace, the inherent skill ceiling is rather low, but then I agree with kAN in that it's well augmented by it being a sandbox by heart and people constantly making and racing new tracks. Also, not everything needs to be the same kind of tryhard. 😸
The skill ceiling is a subjective measure, depending how quickly one understands the game mechanics.
Many modern players in racing games think a game like Zeepkist is casual because of the comparatively low speeds you're travelling at. But Zeepkist needs some other skills to get to the finish than just being able to go fast.
Always a good day when the boys play Zeepkist.
I would agree the skill required is much lower in Zeepkist. A lot of that I think has to do with the player count being much lower here than a lot of other similar games. As a casual gamer, I must say it is nice to be able to jump into lobbies and actually be on the leader board sometimes and have some close races. I am nowhere even close to being able to compete in something like Trackmania. I enjoy it but I just don't have the time to devote to any game to "get good". With something that has throttle, it adds a whole other thing to master about the game and definitely raises the skill level required to "get good" and be competitive. And just to clarify, they were talking about skill floor not ceiling, just a mistake in wording but the point still gets across.
As far as the flying, there are a lot of reasons people don't like it. One that isn't spoken about much that I have is that I am here for a soapbox racer, not a soapbox flier. To each there own and it's cool to have it as an option for people who do like it. I just wish there was a way to have no flying online lobbies for those of us that don't like it. Obviously if we control the lobby that can be done but for true public lobbies there will be a mix of both and it gets annoying to lobby jump, especially when there are only a few lobbies with people in them. There has been times where I end up having no choice but to play a flying track because all active lobbies are on a flying track at the same time. I'm sure there are several others who feel the same way so maybe at some point we will get an update that allows lobbies that force driving only tracks, and maybe the same for flying only and mixed only.
The skill ceiling is somewhere out of the Earth's atmosphere... The skill floor is slightly above sea level.
Yay!!
Hugs and kisses for the boyz
Zeepkist be like:
It was a bug but now is a feature
Just to reword twoface's point about the skill ceiling... Racing games in general have really high skill ceilings, but comparing zeepkist (which doesn't have engines) to others, it has a COMPARABLY low skill ceiling.
It's like comparing one tower to another.
I love the flying. It's not that difficult. Set flying gates to set cam to 1st person or 3rd person static. If the problem is flying isn't fun cus it is to hard then I would request we remove the following: Grass, Ice, Soap, Speed Checks, Reversed steering, Inner wall rides, and Maki. That way I won't feel like the skill ceiling is too high.
🤣 nooo not Makiiii!
The skill floor is low, meaning anyone can come in and play.
But the skill ceiling is high, trying to edge out a half second, or finish some hard tracks is very hard.
I would recommend moving your logo "behind" the finish. Even if is on the same plain the appearance of the cart hitting your logo prior to the finish might anger people.
Skill ceiling? Who cares, is it hugs or is is kisses? Im partial to kisses and casual hugs are weird
I think zeepkist is relatively difficult as a game.
Maybe people are comparing it to formula 1 racing games or whatever.
But if you compare it to the "easy to pick up, hard to master casual racing" side: I think Diddy Kong racing is easier for new players but just as hard on the top end.
If I was going to change one thing about zeepkist for new players it would be how easy it is for wheels to fall off or crash. I do think sometimes the cars are just a little bit too brittle.
Brought my pitchfork
12:30 this jump was going to make it wasn't it?
It looked like it would clip and fall, but I think it was worth trying to land it
If Sandals or someone who knows them sees this, if the computer issue you have, are a complete shutoff, with no warning, no BSOD, or anything like that (Maybe pretty randomly, but generally under highload, like when gaming), consider maybe if it could be your PSU. I had that exact issue at least, and boy was it annoying yes, and eventually I went with replacing my PSU(which tbf, was reaching like 10 years old, by far the oldest component in my build), and it fixed it completely.
I passed this on, thanks for taking the time to help!
Mmm. Catsup...
Oh, catch-up.
Much less messy.
I think the game is easy to learn and play. But it gets harder when you have to take a perfect racing line or get speed checks and then fail the level. Some racing games have arrows and Indictors telling you the optimal line, so I feel like it takes some time for me to learn how to maintain your speed because there is no throttle.
XOXOXO - for the boyz
Excellent track and welcome back! We're so glad you're back making more Zeepkist videos. Sorry I had to turn the video off early cause 2 face just gets on my nerves sometimes
Two Face has got to go. Totally screws up the good natured vibe of the rest of the guys.
He can't help he's twoface
After seeing your name as /< in so many Zeepkist videos, it was only now that I realized its supposed to resemble a k
Hugs and kisses for the Boys 😘🤗
I don't agree that soap box racing is a lower skill ceiling than engine racing. I will concede that manual transmission is a higher skill ceiling, but automatic transmisson engine racing is much more forgiving because it is fairly obvious that acceleration in a relatively strait line makes you faster. Zepkist and by extension other non engine racing games are about making precise turns to preserve the speed you have and sacrificing it strategically in the areas that allow you to recover that speed because the window to recover the speed is long enough to justify a greater than nessisary slowdown. However, I would agree that Zeipkist isn't as competitive as other games like Trackmania but that is because it has inconsistent physics while Trackmania will have two different runs with perfectly identical inputs result in the exact same time while Zeipkist has a randomness that dosent allow the same level of grinding towards perfection.
This track is so bizarre..
I want moar.
Skill Floor is low, though the mechanics make the ceiling decently high but lower than other racing games.
The skill ceiling is arguably higher as no throttle does not permit a chance to recover from a poor driving line through a turn.
Hugs and Kisses for the boys! Xxooxxoo
This map is awesome
Ugh, you clearly have the skills Kosmo. You just have this terrible habit of restarting the track.
I mean, what full inner-city dumpster wouldn't have flies buzzing around?
I don't think there's a difference in skill floor (that's really what's the debate topic) in difficultly as much as there is just a flat out difference. I take the skill floor to be what basic skill do you need to have to repeatedly be able to complete 1 level/course/part of a game, enjoy it, and be willing to do it again. For Trackmania, you honestly just need to have patience or be willing to eat the side walls a few times. Beyond that, it's more or less patience in learning the normal race lines. I'm not going to bring up all the nose grind and drift boosting weirdness the try hard TASC players are doing. Just if you had a 8 year old kid wanting to get into the game as a racing game, that's all they'd need is patience and the ability to turn. It's a faster pace Mario Kart sans any weapons, so kind of more F-Zero without floaty cars.
Zeepkist you need some semblance of speed management because unless you've got boosts and fans everywhere, your only going as fast as you are off the end of the boost or at the end of the hill. After that you're only loosing speed until the next hill or boost. Sure you're not having to manage an accelerator, but you do have to make sure you don't slide your face across the inner wall to try to whip around a turn because you can't accelerate out of it. Drifting kills your speed, but some times you have to do it, but it's unintuitive to be able to drift and not be able to accelerate out of it. I'd have to wager more people have played games like Mario Kart and GTA and have experienced that spinning out while trying to drift and how much it sucks trying to gas out of it. Yeah, zeepkists don't do that. So that makes the experience DIFFERENT. Not harder or easier, just different. It really can't be compared. Trying to compare the two is like trying to compare some other nations comfort food to American BBQ. They're both good, but they're just different. One's not inherently better than the other; they're just different. Trying to claim that one game is some how inherently more difficult than the other because you have one more thing to do isn't a great argument because that one thing you have to do in that one game ends up being one thing you actually have to worry about in the other game, so is it really a comparison of difficulty or is it a comparison of comparisons?
I think we need more frikandel guns.
ngl you might want to tweak that one blind turn jump
Next update "button added to raise skill ceiling" just removes all wheels
While the controls my be more simple than other games, the game itself is more complex for the sole reason of having to manage your speed.
1st view W. I am now better than anyone else on the planet
@Gooberdotmp4 you probably weren't because sometimes it shows you first.
@@APXGamingKing that junk said no views for the views and posted 17 seconds ago
I do think the game seems to be a bit more casual compared to trackmania, as trackmania does seem to have more of a competitive scene/ niche mechanics that make you go faster etc. That being said, it's definitely not like you can't make hard maps in zeepkist and such...
bruh, the skill ceiling is low, but that does not mean it is easy to reach. no matter how low the ceiling is, as long as the game is not solved, fully reaching the skill ceiling is impossible. a high skill ceiling means big difference between a decent player and a very good player, while a low skill ceiling means that a pretty good player will be just barely worse than the best, not that it's easy to become the best.
TwoFace made the mistake of mentioning the skill ceiling and how it's obtainable 😆
💀💀
easy to learn, hard to master
I have to agree, the necessary skills for 4 buttons are less then lets say 8 buttons. No matter the game.
Hate to break it to everyone but most car games are just 4 buttons bahaha. Gas, break, steer. Very shocking info I am revealing here, I know xD
@darealkosmo ahaha probably true
I am without a doubt you guys' oldest viewer.
I think my profile is only 41.. that's wrong by 10 years 😄 I wish I was only 41 still.
I put these on when I do paperwork.
What does your oldest fan do for a living? Capt. on the City of Toronto fire department. 🚒
A track through a burning building, through the smoke and flames 🔥 would be a peek into what I've been doing since Iraq 😄
I have my pitchfork! Now who are we fighting and why?
The conversation reminds me of the top .01% of the destiny PvP community where they deemed the skill ceiling extremely low that appeals to casuals which resulted in the devs neutering all the builds/guns for "balance/competitiveness" to appease them... which lead to just a meh PvP game.... and the top .01% hating it... after all the casuals bounced and the .01% had to compete against each other constantly lmao
Guys, I accidentally clipped through the skill ceiling and now I'm on the rendering roof.
I'm scared
lolol we'll send the bitrate heli
TwoFace truers
A track but its much faster if you leave the track immediately and go off road?
How can you complain about a skill ceiling, Mr Anderson, if you have no mouth?
how is the finish invisible?
I would like to play with them but i dont know at what hour in spain they play?
6pm EST on Sundays so probably 11pm/12am for you
@@darealkosmo thx
Hugs and kisses for the boyz in the comments !