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Active: 718 users

I love the hype of HotS, but it WONT last - Page 2

Blogs > Chiyosuke
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HeavenResign
Profile Joined April 2011
United States702 Posts
Last Edited: 2013-03-20 20:11:54
March 20 2013 18:56 GMT
#21
The "meta" isn't truly changing if it's being artificially changed by constant patch changes. That's the game itself being changed. I don't think you understand what the term "meta game" actually is, Artosis tries to detail it in this blog post.

http://scdojo.tumblr.com/post/34233737871/mapping-out-the-metagame

The goal of SC2 should be no more patches and a rotating map pool. I don't know how else to put it - your last idea is flat out bad. If there are continued holes in design perhaps LotV should add new units (Blizz have mentioned that when originally conceived LotV wouldn't necessarily add new multiplayer units), but otherwise trends will develop based on common play styles, and new trends will develop in response. This is evident in BW and even SC2, it's just a lot of the strongest strategies weren't super fun to watch in WoL and I think with HotS that will change.

If you want to play other games, cool. They aren't Starcraft and what makes those other games great isn't necessarily what makes Starcraft great.

I have a feeling this blog is baiting responses based on the sensationalist title, but perhaps this won't fall on deaf ears.

Chiyosuke
Profile Blog Joined May 2010
United States51 Posts
March 20 2013 21:02 GMT
#22
You get +1 armor by getting an earlier gas and building an evo chamber. It's already within the game's constraints and the only thing holding you back is a lack of mechanics.


What I'm providing are examples, there are other things that can be integrated, like extra HP on units, increased movement speed, attack speed, etc, it doesn't necessarily have to be what I was stating.

You would need time to see the map and make the proper talent adjustments before going into the game, otherwise you're risking players subjecting themselves to inappropriate talent choices.


Very true, but with the map pool that has been presented within the past couple of years, the talent pool would be easily chosen once players were able to get used to it.

your last idea is flat out bad

I really hope my idea is bad; I want to be proven wrong on this. It's just I have a feeling that during the next couple of years it will be a repeat of what had happened in WoL. Game is released and there's a huge fuss around it -> Players understand the game and do the same strat -> Game starts to be boring and player base drops to something else.

this blog is baiting responses

I just want readers. If everything that I typed is wrong I'm one of the happiest people on this planet because a game that I love will continue onto further generations.

Again, I just want people to do anything that they can in order to keep this game alive. I don't care by what means. I don't give a damn if anything that I wrote down was implemented or not. I just don't want to see this game lose a large player base because of the same thing twice
Sentenal
Profile Blog Joined December 2007
United States12398 Posts
March 20 2013 21:13 GMT
#23
On March 20 2013 12:41 Chiyosuke wrote:
Show nested quote +
BW was magical because even with its "static unit pool" there were moments where players would figure out something new that destroys the current trends (Bisu build, Fantasy Build, etc)


I also understand that BW was amazing, but from what I have heard the community was much much smaller than what it is today. E-sports is appealing a much wider audience now, and I just wanted to try and think of ways to appeal to as many people into the game as possible.

BW was alot smaller in the foreigner scene, but it was still active and healthy. I remember the first 2 TSLs were extremely well done, although in general, there just wasn't any money in Foreign BW. In Korea, BW was anything but small. BW was able to enjoy over 10 years of success due to constantly changing/evolving maps, and incredibly high skill ceiling, and just the depth of the game itself. Whether or not BW was some sort of cosmic accident that will be impossible to reproduce again, we may never know.
"Apparently, Sentenal is a paragon of friendship and tolerance. " - Ech0ne
Futabot
Profile Joined October 2011
United States37 Posts
March 20 2013 23:36 GMT
#24
[B]On March 21 2013 06:02 Chiyosuke wrote:
What I'm providing are examples, there are other things that can be integrated, like extra HP on units, increased movement speed, attack speed, etc, it doesn't necessarily have to be what I was stating.

Very true, but with the map pool that has been presented within the past couple of years, the talent pool would be easily chosen once players were able to get used to it.


What you're proposing are upgrades that have no actual cost in game. You're going to have to design a buff that cannot be balanced through an in-match resource cost, whether its tech, raw resources or time. It's a lot harder to balance things you can't adjust with other variables. It doesn't matter if they have an upgrade counterpart or not.

League gets away with the rune and talent system because one of them is a source of player progress and the other helps wiggle around in the limited play style changes, but I have really yet to see any large majority of players stick with League solely because of talents/runes. It sounds like a cool feature, but then it ceases to be a highlight after a while. In the end, solid play will emerge victorious over gimmicky talent-builds, and the players excited by the feature will likely realize that the feature doesn't fix their fundamental boredom with actually learning the game.

As for the maps, we're talking about ladder, not a tournament pool. You don't get to pick exactly what map you're on, so they would have to implement a secondary game lobby for each match after joining. Given the complexity of SC2, you're probably also going to have to change talents based on what race you're facing as well. We're adding at least 20 seconds onto every game join for basically nothing.

In the end, stick to upgrade design space. More isn't better, really.
One rax. One pylon.
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