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Let it Burn - Page 2

Blogs > Barrin
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JDub
Profile Joined December 2010
United States976 Posts
Last Edited: 2012-10-31 03:47:10
October 31 2012 03:40 GMT
#21
Just wanted to chime in and say that I <3 SC2. As someone who was very young when BW was released, I personally find SC2 to be much more fun and engaging than BW. My problems with BW:

1) Armies are ridiculously hard to control.
2) I don't like having to click every damn production facility over and over again.
3) No auto-mining.

I tried going back and playing some BW games, but I just found myself battling the interface (how many control groups do I need to move my army around... ? 1-a-2-a-3-a-4-a-5-a-6-a-7-a, but by this point my army needs to move in a different direction...

All that I really remember of BW was UMS games and massing carriers in BGH games. I believe I tried to do some 1v1 but got bored with it very quickly. Anyways, this is just my personal experience, I totally missed out on the greatness of BW, but just wanted to give you the perspective of someone who is now 23 years old, who really loved BW as a game but moved on after a year or so. I'm 2 years in to SC2, with 1000s of games played, and I'm still hooked on the 1v1 experience. I regret the lack of features of BNET 2.0 and the stagnant custom game scene, but I love the pro scene and the matchmaking system. I'm hoping all the features BNET 2.0 should have had at release will be included by LotV, and we'll end up with a great all around game.

Edit: It's funny to look at the responses of those with 2000+ posts and those with <1000, and see how they can almost all be categorized by doing so.
Ghin
Profile Blog Joined January 2005
United States2391 Posts
October 31 2012 03:46 GMT
#22
Brood War being a great game doesn't have anything to do with what genre it is or how much perceived intelligence it requires. You are insulting your readers by implying that enjoying certain games makes us unintelligent. When you insult your audience, you undermine your credibility.
Legalize drugs and murder.
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
Last Edited: 2012-10-31 03:50:43
October 31 2012 03:48 GMT
#23
On October 31 2012 12:40 JDub wrote:
Just wanted to chime in and say that I <3 SC2. As someone who was very young when BW was released, I personally find SC2 to be much more fun and engaging than BW. My problems with BW:

1) Armies are ridiculously hard to control.
2) I don't like having to click every damn production facility over and over again.
3) No auto-mining.

I tried going back and playing some BW games, but I just found myself battling the interface (how many control groups do I need to move my army around... ? 1-a-2-a-3-a-4-a-5-a-6-a-7-a, but by this point my army needs to move in a different direction...

All that I really remember of BW was UMS games and massing carriers in BGH games. I believe I tried to do some 1v1 but got bored with it very quickly. Anyways, this is just my personal experience, I totally missed out on the greatness of BW, but just wanted to give you the perspective of someone who is now 23 years old, who really loved BW as a game but moved on after a year or so. I'm 2 years in to SC2, with 1000s of games played, and I'm still hooked on the 1v1 experience. I regret the lack of features of BNET 2.0 and the stagnant custom game scene, but I love the pro scene and the matchmaking system. I'm hoping all the features BNET 2.0 should have had at release will be included by LotV, and we'll end up with a great all around game.


I don't think any BW enthusiast would contest the three points you brought up. They might have argued their implementation prior to SC2's release, but I'd wager nobody wants those changes reverted now.
Megaliskuu
Profile Blog Joined October 2010
United States5123 Posts
Last Edited: 2012-10-31 04:55:34
October 31 2012 03:49 GMT
#24
I always lol when I hear "battling the interface", get more APM kids.

edit:I'm high master in SC2 so its not like I don't play, but the BW interface is fine, and the SC2 interface is just more convenient, but not as fun to play with IMO. BW feels smooth.

Also BW is dead but Fish server still gets about 20-25k people every night which is enough to instantly get games, so I play a bit on there :D..
|BW>Everything|Add me on star2 KR server TheMuTaL.675 for practice games :)|NEX clan| https://www.dotabuff.com/players/183104694
JDub
Profile Joined December 2010
United States976 Posts
October 31 2012 03:57 GMT
#25
On October 31 2012 12:49 Megaliskuu wrote:
I always lol when I hear "battling the interface", get more APM kids.

edit:I'm high master in SC2 so its not like I don't play, but the BW interface is fine, and the SC2 interface is just more convenient, but not as fun to play with IMO. BW feels smooth.

Well, I'm mid master in SC2 with about ~120 real APM (SC2 gears APM), and going back and trying to play BW, "battling the interface" is basically the only way I can sum up how it felt. Forget the 12 unit selection max and the fact that I'm trying to move my army using like 6-8 control groups, for me to get my units (read: dragoons) to go where I want them to, especially if I'm going up a ramp or something, I need to be spamming the move command over and over again or they'll just run around in seemingly random directions.

Basically, I can see how the pro BW scene was captivating (although I missed out on it, and am not really interested in watching super old VODs with Korean commentary), but from a player perspective (and from someone in the top 5% of SC2 players no less), I think that SC2 is just a much more fun game to play. I don't know what exactly you mean when you say BW feels "smooth".

@Lalush, I would be very interested in seeing the air unit video you plan on making. I don't really know what you are talking about with tweaking air unit stats to make them way cooler to control, so I think a video would be really awesome to explain what you mean.
shizaep
Profile Blog Joined January 2011
Canada2920 Posts
October 31 2012 04:32 GMT
#26
[image loading]
Glad someone has finally realized that QQing on forum sites for ungodly amounts of time and sending Blizzards angry letters will not change anything. If SC2 is to see its' renaissance, there needs to be fundamental changes, which it will never see. Thus, the inevitable.
You mean I just write stuff here and other people can see it?
metbull
Profile Joined April 2011
United States404 Posts
October 31 2012 04:45 GMT
#27
All I hear when I read this same topic over and over is Chicken Little yelling, "The sky is falling!"
Grow up Peter Pan. Blizzard makes games to make money; not to provide a game for a competitive gaming scene. That is only a blow off by product of their initial goal of getting as many people to buy the game and have fun with the casual game. SC2 was a game that took how many years to develop and release? So Blizzard pours millions of dollars into a game that you think should be purely for the .5% of all gamers who become pro in their chosen game (state is made up, but you get my meaning). Not likely. Selling licenses to tournaments to use their game isn't going to pay the bills or keep shareholders/stakeholders happy.
Falling
Profile Blog Joined June 2009
Canada11349 Posts
Last Edited: 2012-10-31 04:47:00
October 31 2012 04:45 GMT
#28
@JDub
I feel like I'm battling the interface with Battlenet latency. That's how I would say it feels smooth. Anything other than LAN latency feels extremely sluggish. That effects every move action in the game.

And yeah no-one wants buggy dragoon ai (I actually don't think it's that bad.) But they might want hold-position dragoon micro.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
shizaep
Profile Blog Joined January 2011
Canada2920 Posts
October 31 2012 05:01 GMT
#29
On October 31 2012 12:57 JDub wrote:
Show nested quote +
On October 31 2012 12:49 Megaliskuu wrote:
I always lol when I hear "battling the interface", get more APM kids.

edit:I'm high master in SC2 so its not like I don't play, but the BW interface is fine, and the SC2 interface is just more convenient, but not as fun to play with IMO. BW feels smooth.

Well, I'm mid master in SC2 with about ~120 real APM (SC2 gears APM), and going back and trying to play BW, "battling the interface" is basically the only way I can sum up how it felt. Forget the 12 unit selection max and the fact that I'm trying to move my army using like 6-8 control groups, for me to get my units (read: dragoons) to go where I want them to, especially if I'm going up a ramp or something, I need to be spamming the move command over and over again or they'll just run around in seemingly random directions.

Basically, I can see how the pro BW scene was captivating (although I missed out on it, and am not really interested in watching super old VODs with Korean commentary), but from a player perspective (and from someone in the top 5% of SC2 players no less), I think that SC2 is just a much more fun game to play. I don't know what exactly you mean when you say BW feels "smooth".

@Lalush, I would be very interested in seeing the air unit video you plan on making. I don't really know what you are talking about with tweaking air unit stats to make them way cooler to control, so I think a video would be really awesome to explain what you mean.

Also, as someone who started playing SC2 first, and then tried BW, I would say that everything felt rewarding and in a somewhat related way enjoyable except the army control. I think I got a decent hang of the macro pretty fast. I just used the screen hotkeys and clicked all my barracks. I'm not advocating for single building selection in any way, though. I just think that it wasn't too big of a deal.

Controlling your army was a bitch and a half though. Really pissed me off. I think that we should look for WarCraft 3 for how army control should be done. It's different because you have WAY less units but for some reason the W3 army interface seemed the best too me. You could select 12 units at a time and there was all kinds of cute micro that you could do by clicking on the portraits. Usually, you would have your army split into 3 groups, and would be cycling them excessively during battles and using one to cast one spell, another to cast another spell and microing the third. It was never difficult to use, I was never fighting the interface. In fact, it made you learn to micro much faster.
You mean I just write stuff here and other people can see it?
JDub
Profile Joined December 2010
United States976 Posts
October 31 2012 05:20 GMT
#30
On October 31 2012 13:45 Falling wrote:
@JDub
I feel like I'm battling the interface with Battlenet latency. That's how I would say it feels smooth. Anything other than LAN latency feels extremely sluggish. That effects every move action in the game.

And yeah no-one wants buggy dragoon ai (I actually don't think it's that bad.) But they might want hold-position dragoon micro.

Ah, when it comes to latency, I completely agree. All it takes is loading up a Single Player vs. AI game in SC2 to feel the massive difference. It actually throws me off how fast my units respond to my clicks!
HwangjaeTerran
Profile Blog Joined October 2009
Finland5967 Posts
October 31 2012 05:24 GMT
#31
Yeah, I've been hoping for a total crash in player base, I think it's the most likely way to ever make sc2 in to a great game.
Let the game die so the community can steal it from blizzard, or something like that.

The other one would be the heads of Activision/Blizzard restructuring the teams in charge of sc2.
But you'd think 2+ years of whining would have achieved that if it was ever to happen.
https://steamcommunity.com/id/*tlusernamehere*/
Angel_
Profile Blog Joined December 2011
United States1617 Posts
October 31 2012 06:02 GMT
#32
I'm going to ask a question based solely in ignorance.


You're complaining about a lot of things, and a lot of them I agree with. But you talk about how casuals shouldn't get more development or catering (granted when it comes to balance they should have no say whatsoever), but...wasn't the custom map scene (the casual people) one of the primary things that allowed Broodwar to become what it was?
Falling
Profile Blog Joined June 2009
Canada11349 Posts
Last Edited: 2012-10-31 06:55:34
October 31 2012 06:54 GMT
#33
On October 31 2012 15:02 Angel_ wrote:
I'm going to ask a question based solely in ignorance.


You're complaining about a lot of things, and a lot of them I agree with. But you talk about how casuals shouldn't get more development or catering (granted when it comes to balance they should have no say whatsoever), but...wasn't the custom map scene (the casual people) one of the primary things that allowed Broodwar to become what it was?

Depends what you're talking about. When the cry goes out 'need to focus on casuals,' it could very well be talking about actual gameplay. In that case, screw that. We need the game to have more skill, not less. They can go play Angry Birds or Zynga games.

But if what we mean by catering to casuals is better/ more accessible maps, well that helps everyone. I don't think anyone would be against that. In fact that probably should've been Blizzards major push to get casuals to stick around with SC2. Rather than trying to get everyone to 1v1 (hide ladder stats, don't have global rankings.) Battlenet 0.2 needs to be 2.0 to attract and keep casuals. Super competive people will around that if the game is good enough (I've learned more about computers, networking, port forwarding, and VPN trying to get BW to work on new computers than I have with anything else.)

But good gameplay positively impacts the casual as well even if they can't make full use of it. If casuals can play with casuals in a fun, non-stressful environment, it doesn't really matter if there are some tricky moves (like moving shot and the Chinese triangle) that require high APM.

So it really comes down to what we mean by what in the game is catering to casuals. Dumbing down gameplay isn't the right way.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
October 31 2012 07:03 GMT
#34
On October 31 2012 12:32 LaLuSh wrote:
I like what MavercK is doing with his SC2BW mod at the moment though.

Worker wandering is back after he created a trigger to make the workers stupid again. Units also space out in a nifty way when moving from point A to B.

At the same time, Dustin Browder very recently said they were testing anti deathball mechanics in house for HotS, but also made some really stupid remarks about it supposedly being negated because progamers supposedly only a-move their troops incrementally in short distances (?!). While reassuring the plebeians on the battle.net forums that Blizzard were "looking into it", he managed to profess his surprise at there not existing a version of Brood War in the Starcraft 2 engine.

That made my faith in them actually looking into it on a worthwhile level fall to zero.

The way MavericK has tinkered with the attack animations, acceleration and movement of air units in his SC2BW mod also shows, in hindsight, how Blizzard should have gone about in designing air units in WoL. I promised in MavercK's thread that I'd make a video showcasing the incredible level of maneuverability that can be achieved through SC2's engine, contrasting it to the fucking joke ass travesty unit designs Blizzard are putting out. I've been lazy, but I'm gonna make that vid.

SC2BW moving shot doesn't work exactly as Broodwar, but it nonetheless allows for some really cool moves whose only reason for not being prevalent in the game was Blizzard's total lack of understanding and competence when setting out to make WoL. Controlling the air units in that mod seriously infuriated me. Because it only served to remind me what SC2 could have been if it were not for Blizzard's incompetence. What could have been if only 1 member of their team had actually ever played brood war outside of the campaign; or even only had an eye for the smaller details. If they through hard work could have made air units control like MiGs and f22 raptors, why then do a half assed job and settle for oil tanker level maneuverability? They were simply incompetent and out of touch with their customers.

Too bad nobody cares anymore.

And honestly. I very much doubt the sc2 team have got any clout at blizzard. I suspect their team is kept really small. I have a feeling they're constantly and desperately whining at the company heads to be lent some battle.net devs who are assigned to D3, WoW, Project Titan and whatthefuckever. Meanwhile, they've got an ever growing to-do list, which ultimately has them cutting items from the list and prioritizing what's most important (which apparently was poorly implemented chat channels, followed by the arcade).

I think the pro beta feedback forums were really telling when it came to what players really wanted to discuss, in contrast to what Blizzard were willing to do. Starts out fairly enthusiastic with lots of people making suggestions. People kept civil, and surprisingly didn't go off on too crazy tangents when submitting critique. But after a while it dawns on the progamers that Blizzard just want to tweak some damage points here, some psi limit points there, maybe some armor values here and range levels there.

After discussing those for a while the progamers realize there's not much more definitives to be proclaimed about balance. Those will emerge and be addressed with time. Meanwhile the threads wanting to discuss deathballs or overarching game design stopped being made.

The past two months 70% of the posts in that forum were made by avilo. With the energetic grubby and tireless morrow occasionally chiming in. I think most if not all of the input is coming from the public battle.net beta forums now.

I'm honestly too tired to care. I can take a hint. I know they are not looking for the kind of feedback I'd be willing to give (if encoured); so I just don't post.


But Lalush, Starcraft should be about strategy.

Now foreigners, who mind you, who are much better at strategy than koreans, can win because they don't need to spend 16 hours a day in team houses LITERALLY fighting the AI.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2012-10-31 07:36:56
October 31 2012 07:12 GMT
#35
On October 31 2012 12:48 LaLuSh wrote:
Show nested quote +
On October 31 2012 12:40 JDub wrote:
Just wanted to chime in and say that I <3 SC2. As someone who was very young when BW was released, I personally find SC2 to be much more fun and engaging than BW. My problems with BW:

1) Armies are ridiculously hard to control.
2) I don't like having to click every damn production facility over and over again.
3) No auto-mining.

I tried going back and playing some BW games, but I just found myself battling the interface (how many control groups do I need to move my army around... ? 1-a-2-a-3-a-4-a-5-a-6-a-7-a, but by this point my army needs to move in a different direction...

All that I really remember of BW was UMS games and massing carriers in BGH games. I believe I tried to do some 1v1 but got bored with it very quickly. Anyways, this is just my personal experience, I totally missed out on the greatness of BW, but just wanted to give you the perspective of someone who is now 23 years old, who really loved BW as a game but moved on after a year or so. I'm 2 years in to SC2, with 1000s of games played, and I'm still hooked on the 1v1 experience. I regret the lack of features of BNET 2.0 and the stagnant custom game scene, but I love the pro scene and the matchmaking system. I'm hoping all the features BNET 2.0 should have had at release will be included by LotV, and we'll end up with a great all around game.


I don't think any BW enthusiast would contest the three points you brought up. They might have argued their implementation prior to SC2's release, but I'd wager nobody wants those changes reverted now.


Actually I love manual mining and single building selection, feeling a direct influence in your macro makes a big difference in how you feel at the end of the game and also it adds the progression element. You can directly feel yourself getting better each day.

Sure its annoying at the beginning, but its what makes you come back for more. I don't have a lot of time for games these days but I always come back to BW just so I can send some SCVs to mine and make units.

The main thing about it is when you are a newbie, your thinking is like, "Dammit if I had MBS and Automine I would beat everyone because I'm so much smarter than everyone else, just everyone beats me coz they have better mechanics from playing more". In reality that's not the case and you start to realise the beauty of the BW mechanics the more you play and how it has no hinderance on strategy and gamesense whatsoever.

And this is coming from someone who is pretty bad at the game. ^^
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Nazza
Profile Blog Joined August 2010
Australia1654 Posts
Last Edited: 2012-10-31 07:31:33
October 31 2012 07:24 GMT
#36
On October 31 2012 15:54 Falling wrote:
Show nested quote +
On October 31 2012 15:02 Angel_ wrote:
I'm going to ask a question based solely in ignorance.


You're complaining about a lot of things, and a lot of them I agree with. But you talk about how casuals shouldn't get more development or catering (granted when it comes to balance they should have no say whatsoever), but...wasn't the custom map scene (the casual people) one of the primary things that allowed Broodwar to become what it was?

Depends what you're talking about. When the cry goes out 'need to focus on casuals,' it could very well be talking about actual gameplay. In that case, screw that. We need the game to have more skill, not less. They can go play Angry Birds or Zynga games.

But if what we mean by catering to casuals is better/ more accessible maps, well that helps everyone. I don't think anyone would be against that. In fact that probably should've been Blizzards major push to get casuals to stick around with SC2. Rather than trying to get everyone to 1v1 (hide ladder stats, don't have global rankings.) Battlenet 0.2 needs to be 2.0 to attract and keep casuals. Super competive people will around that if the game is good enough (I've learned more about computers, networking, port forwarding, and VPN trying to get BW to work on new computers than I have with anything else.)

But good gameplay positively impacts the casual as well even if they can't make full use of it. If casuals can play with casuals in a fun, non-stressful environment, it doesn't really matter if there are some tricky moves (like moving shot and the Chinese triangle) that require high APM.

So it really comes down to what we mean by what in the game is catering to casuals. Dumbing down gameplay isn't the right way.


Catering to casuals through blizzard's perspective (imo)....

Hey, we know that alot of ppl have hardcore jobs that require strenuous hours, which leave them only 1 hour to play each day to blow off steam etc. etc., so we made the map pool favour really wacky strategies and cheeses that casual players can pick up and win against other players from time to time, instead of racking their brain over long management games.

I dunno though. If you make a game like Starcraft, it is not going to attract casuals at all to multiplayer. Alot of casual players just simply buy a game just because they want to play sentry scramble with some friends. Blizzard really didn't have to worry at all about not catering to casuals simply because they'll buy the game anyways.

Personally, I feel that SC2 (and HotS) has more rules (rules, not restrictions) to it than BW, which makes it quite hard for a newer person to adapt to. I feel like the devs didn't realize what made gameplay in BW simple was also what made it complex. Small things like being able to take workers off of gas in BW made a big difference, but I feel that the devs just decided to put in 2 gases per expo in SC2 in order to "make it more complex". Or adding in Towers in order to promote having map vision, when good unit control can do the same thing (and is more fun/active).

On October 31 2012 16:03 sluggaslamoo wrote:
Show nested quote +
On October 31 2012 12:32 LaLuSh wrote:
+ Show Spoiler +
I like what MavercK is doing with his SC2BW mod at the moment though.

Worker wandering is back after he created a trigger to make the workers stupid again. Units also space out in a nifty way when moving from point A to B.

At the same time, Dustin Browder very recently said they were testing anti deathball mechanics in house for HotS, but also made some really stupid remarks about it supposedly being negated because progamers supposedly only a-move their troops incrementally in short distances (?!). While reassuring the plebeians on the battle.net forums that Blizzard were "looking into it", he managed to profess his surprise at there not existing a version of Brood War in the Starcraft 2 engine.

That made my faith in them actually looking into it on a worthwhile level fall to zero.

The way MavericK has tinkered with the attack animations, acceleration and movement of air units in his SC2BW mod also shows, in hindsight, how Blizzard should have gone about in designing air units in WoL. I promised in MavercK's thread that I'd make a video showcasing the incredible level of maneuverability that can be achieved through SC2's engine, contrasting it to the fucking joke ass travesty unit designs Blizzard are putting out. I've been lazy, but I'm gonna make that vid.

SC2BW moving shot doesn't work exactly as Broodwar, but it nonetheless allows for some really cool moves whose only reason for not being prevalent in the game was Blizzard's total lack of understanding and competence when setting out to make WoL. Controlling the air units in that mod seriously infuriated me. Because it only served to remind me what SC2 could have been if it were not for Blizzard's incompetence. What could have been if only 1 member of their team had actually ever played brood war outside of the campaign; or even only had an eye for the smaller details. If they through hard work could have made air units control like MiGs and f22 raptors, why then do a half assed job and settle for oil tanker level maneuverability? They were simply incompetent and out of touch with their customers.

Too bad nobody cares anymore.

And honestly. I very much doubt the sc2 team have got any clout at blizzard. I suspect their team is kept really small. I have a feeling they're constantly and desperately whining at the company heads to be lent some battle.net devs who are assigned to D3, WoW, Project Titan and whatthefuckever. Meanwhile, they've got an ever growing to-do list, which ultimately has them cutting items from the list and prioritizing what's most important (which apparently was poorly implemented chat channels, followed by the arcade).

I think the pro beta feedback forums were really telling when it came to what players really wanted to discuss, in contrast to what Blizzard were willing to do. Starts out fairly enthusiastic with lots of people making suggestions. People kept civil, and surprisingly didn't go off on too crazy tangents when submitting critique. But after a while it dawns on the progamers that Blizzard just want to tweak some damage points here, some psi limit points there, maybe some armor values here and range levels there.

After discussing those for a while the progamers realize there's not much more definitives to be proclaimed about balance. Those will emerge and be addressed with time. Meanwhile the threads wanting to discuss deathballs or overarching game design stopped being made.

The past two months 70% of the posts in that forum were made by avilo. With the energetic grubby and tireless morrow occasionally chiming in. I think most if not all of the input is coming from the public battle.net beta forums now.

I'm honestly too tired to care. I can take a hint. I know they are not looking for the kind of feedback I'd be willing to give (if encoured); so I just don't post.


But Lalush, Starcraft should be about strategy.

Now foreigners, who mind you, who are much better at strategy than koreans, can win because they don't need to spend 16 hours a day in team houses LITERALLY fighting the AI.


Ofc it should. Everyone loves seeing foreigners do some flavour of the month strategy that abuses some patch imbalance. They are such clever players!
No one ever remembers second place, eh? eh? GIVE ME COMMAND
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
Last Edited: 2012-10-31 07:38:00
October 31 2012 07:31 GMT
#37
On October 31 2012 16:24 Nazza wrote:
Show nested quote +
On October 31 2012 15:54 Falling wrote:
On October 31 2012 15:02 Angel_ wrote:
I'm going to ask a question based solely in ignorance.


You're complaining about a lot of things, and a lot of them I agree with. But you talk about how casuals shouldn't get more development or catering (granted when it comes to balance they should have no say whatsoever), but...wasn't the custom map scene (the casual people) one of the primary things that allowed Broodwar to become what it was?

Depends what you're talking about. When the cry goes out 'need to focus on casuals,' it could very well be talking about actual gameplay. In that case, screw that. We need the game to have more skill, not less. They can go play Angry Birds or Zynga games.

But if what we mean by catering to casuals is better/ more accessible maps, well that helps everyone. I don't think anyone would be against that. In fact that probably should've been Blizzards major push to get casuals to stick around with SC2. Rather than trying to get everyone to 1v1 (hide ladder stats, don't have global rankings.) Battlenet 0.2 needs to be 2.0 to attract and keep casuals. Super competive people will around that if the game is good enough (I've learned more about computers, networking, port forwarding, and VPN trying to get BW to work on new computers than I have with anything else.)

But good gameplay positively impacts the casual as well even if they can't make full use of it. If casuals can play with casuals in a fun, non-stressful environment, it doesn't really matter if there are some tricky moves (like moving shot and the Chinese triangle) that require high APM.

So it really comes down to what we mean by what in the game is catering to casuals. Dumbing down gameplay isn't the right way.


Catering to casuals through blizzard's perspective (imo)....

Hey, we know that alot of ppl have hardcore jobs that require strenuous hours, which leave them only 1 hour to play each day to blow off steam etc. etc., so we made the map pool favour really wacky strategies and cheeses that casual players can pick up and win against other players from time to time, instead of racking their brain over long management games.

I dunno though. If you make a game like Starcraft, it is not going to attract casuals at all to multiplayer. Alot of casual players just simply buy a game just because they want to play sentry scramble with some friends. Blizzard really didn't have to worry at all about not catering to casuals simply because they'll buy the game anyways.

Personally, I feel that SC2 (and HotS) has more rules (rules, not restrictions) to it than BW, which makes it quite hard for a newer person to adapt to. I feel like the devs didn't realize what made gameplay in BW simple was also what made it complex. Small things like being able to take workers off of gas in BW made a big difference, but I feel that the devs just decided to put in 2 gases per expo in SC2 in order to "make it more complex". Or adding in Towers in order to promote having map vision, when good unit control can do the same thing (and is more fun/active).

Show nested quote +
On October 31 2012 16:03 sluggaslamoo wrote:
On October 31 2012 12:32 LaLuSh wrote:
+ Show Spoiler +
I like what MavercK is doing with his SC2BW mod at the moment though.

Worker wandering is back after he created a trigger to make the workers stupid again. Units also space out in a nifty way when moving from point A to B.

At the same time, Dustin Browder very recently said they were testing anti deathball mechanics in house for HotS, but also made some really stupid remarks about it supposedly being negated because progamers supposedly only a-move their troops incrementally in short distances (?!). While reassuring the plebeians on the battle.net forums that Blizzard were "looking into it", he managed to profess his surprise at there not existing a version of Brood War in the Starcraft 2 engine.

That made my faith in them actually looking into it on a worthwhile level fall to zero.

The way MavericK has tinkered with the attack animations, acceleration and movement of air units in his SC2BW mod also shows, in hindsight, how Blizzard should have gone about in designing air units in WoL. I promised in MavercK's thread that I'd make a video showcasing the incredible level of maneuverability that can be achieved through SC2's engine, contrasting it to the fucking joke ass travesty unit designs Blizzard are putting out. I've been lazy, but I'm gonna make that vid.

SC2BW moving shot doesn't work exactly as Broodwar, but it nonetheless allows for some really cool moves whose only reason for not being prevalent in the game was Blizzard's total lack of understanding and competence when setting out to make WoL. Controlling the air units in that mod seriously infuriated me. Because it only served to remind me what SC2 could have been if it were not for Blizzard's incompetence. What could have been if only 1 member of their team had actually ever played brood war outside of the campaign; or even only had an eye for the smaller details. If they through hard work could have made air units control like MiGs and f22 raptors, why then do a half assed job and settle for oil tanker level maneuverability? They were simply incompetent and out of touch with their customers.

Too bad nobody cares anymore.

And honestly. I very much doubt the sc2 team have got any clout at blizzard. I suspect their team is kept really small. I have a feeling they're constantly and desperately whining at the company heads to be lent some battle.net devs who are assigned to D3, WoW, Project Titan and whatthefuckever. Meanwhile, they've got an ever growing to-do list, which ultimately has them cutting items from the list and prioritizing what's most important (which apparently was poorly implemented chat channels, followed by the arcade).

I think the pro beta feedback forums were really telling when it came to what players really wanted to discuss, in contrast to what Blizzard were willing to do. Starts out fairly enthusiastic with lots of people making suggestions. People kept civil, and surprisingly didn't go off on too crazy tangents when submitting critique. But after a while it dawns on the progamers that Blizzard just want to tweak some damage points here, some psi limit points there, maybe some armor values here and range levels there.

After discussing those for a while the progamers realize there's not much more definitives to be proclaimed about balance. Those will emerge and be addressed with time. Meanwhile the threads wanting to discuss deathballs or overarching game design stopped being made.

The past two months 70% of the posts in that forum were made by avilo. With the energetic grubby and tireless morrow occasionally chiming in. I think most if not all of the input is coming from the public battle.net beta forums now.

I'm honestly too tired to care. I can take a hint. I know they are not looking for the kind of feedback I'd be willing to give (if encoured); so I just don't post.


But Lalush, Starcraft should be about strategy.

Now foreigners, who mind you, who are much better at strategy than koreans, can win because they don't need to spend 16 hours a day in team houses LITERALLY fighting the AI.


Ofc it should. Everyone loves seeing foreigners do some flavour of the month strategy that abuses some patch imbalance every month. They are such clever players!


Exactly, why make 1v1 casual friendly, doesn't make any sense to me. The people who want a challenge are gonna play 1v1, the people that don't are gonna play Hunters, Fastest, Evolves, etc. Just don't make it so its impossible to make a custom game and it won't be a problem.

Then there's the argument about getting more people to become pros by making it more accessible. Well most of the pro's in SC2 had no problem with single building selection, and telling workers to mine (or dare I say it, knowing what their actual ranking is), why? Because 90% of them came from BW. If someone can't hack such a small thing, then there is no way that person is going to become pro anyway.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
Telcontar
Profile Joined May 2010
United Kingdom16710 Posts
October 31 2012 08:10 GMT
#38
I will bask in the conflagration and SC2's death throes. I can only hope something better comes out of it.
Et Eärello Endorenna utúlien. Sinome maruvan ar Hildinyar tenn' Ambar-metta.
ffreakk
Profile Joined September 2010
Singapore2155 Posts
October 31 2012 08:23 GMT
#39
On October 31 2012 16:03 sluggaslamoo wrote:
Show nested quote +
On October 31 2012 12:32 LaLuSh wrote:
I like what MavercK is doing with his SC2BW mod at the moment though.

Worker wandering is back after he created a trigger to make the workers stupid again. Units also space out in a nifty way when moving from point A to B.

At the same time, Dustin Browder very recently said they were testing anti deathball mechanics in house for HotS, but also made some really stupid remarks about it supposedly being negated because progamers supposedly only a-move their troops incrementally in short distances (?!). While reassuring the plebeians on the battle.net forums that Blizzard were "looking into it", he managed to profess his surprise at there not existing a version of Brood War in the Starcraft 2 engine.

That made my faith in them actually looking into it on a worthwhile level fall to zero.

The way MavericK has tinkered with the attack animations, acceleration and movement of air units in his SC2BW mod also shows, in hindsight, how Blizzard should have gone about in designing air units in WoL. I promised in MavercK's thread that I'd make a video showcasing the incredible level of maneuverability that can be achieved through SC2's engine, contrasting it to the fucking joke ass travesty unit designs Blizzard are putting out. I've been lazy, but I'm gonna make that vid.

SC2BW moving shot doesn't work exactly as Broodwar, but it nonetheless allows for some really cool moves whose only reason for not being prevalent in the game was Blizzard's total lack of understanding and competence when setting out to make WoL. Controlling the air units in that mod seriously infuriated me. Because it only served to remind me what SC2 could have been if it were not for Blizzard's incompetence. What could have been if only 1 member of their team had actually ever played brood war outside of the campaign; or even only had an eye for the smaller details. If they through hard work could have made air units control like MiGs and f22 raptors, why then do a half assed job and settle for oil tanker level maneuverability? They were simply incompetent and out of touch with their customers.

Too bad nobody cares anymore.

And honestly. I very much doubt the sc2 team have got any clout at blizzard. I suspect their team is kept really small. I have a feeling they're constantly and desperately whining at the company heads to be lent some battle.net devs who are assigned to D3, WoW, Project Titan and whatthefuckever. Meanwhile, they've got an ever growing to-do list, which ultimately has them cutting items from the list and prioritizing what's most important (which apparently was poorly implemented chat channels, followed by the arcade).

I think the pro beta feedback forums were really telling when it came to what players really wanted to discuss, in contrast to what Blizzard were willing to do. Starts out fairly enthusiastic with lots of people making suggestions. People kept civil, and surprisingly didn't go off on too crazy tangents when submitting critique. But after a while it dawns on the progamers that Blizzard just want to tweak some damage points here, some psi limit points there, maybe some armor values here and range levels there.

After discussing those for a while the progamers realize there's not much more definitives to be proclaimed about balance. Those will emerge and be addressed with time. Meanwhile the threads wanting to discuss deathballs or overarching game design stopped being made.

The past two months 70% of the posts in that forum were made by avilo. With the energetic grubby and tireless morrow occasionally chiming in. I think most if not all of the input is coming from the public battle.net beta forums now.

I'm honestly too tired to care. I can take a hint. I know they are not looking for the kind of feedback I'd be willing to give (if encoured); so I just don't post.


But Lalush, Starcraft should be about strategy.

Now foreigners, who mind you, who are much better at strategy than koreans, can win because they don't need to spend 16 hours a day in team houses LITERALLY fighting the AI.


I was going to post a hate-filled response. But then i realise ur ID...

Sarcasm over the internet is tough to read =/
Look. Only Forward. See. Only Victory.
Probe1
Profile Blog Joined August 2010
United States17920 Posts
October 31 2012 08:29 GMT
#40
Can someone fill me in on who keeps suggesting "cater to casuals"? Cause I hear it pretty often and it's always in some vague, catch all way. Like casual became a buzzword for hear out my crappy idea.

Btw Barrin every time I come close to finally breaking down and writing my thesis on why I've lost interest in SC2 you write a big blog. I'm starting to doubt that its a coincidence but I don't know how you're doing it.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
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