Yours truly LUCKY_NOOB ^_._^
P.S. I AM NOT TALKING ABOUT LADDER HERE! JUST CASUAL BGH AND SIMILAR NOOB FRIENDLY GAMES...
Forum Index > BW General |
LUCKY_NOOB
Bulgaria1388 Posts
Yours truly LUCKY_NOOB ^_._^ P.S. I AM NOT TALKING ABOUT LADDER HERE! JUST CASUAL BGH AND SIMILAR NOOB FRIENDLY GAMES... | ||
Wrath
3174 Posts
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Endymion
United States3701 Posts
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Cele
Germany4016 Posts
On December 17 2015 23:22 WrathSCII wrote: As a D class, when I make a game 1v1 with the name "D", I expect someone who is "D" level to join not a fucking smurf C hiding behind shady 1000/1000. So how about the likes of you stop smurfing our games? yeah it's a problem. I know it can be very frustrating if you're just looking for opponents of your skill range and you meet a couple of a lot better players in a row. I recommend looking for pratice partners here in the practice partner thread or ingame. But that doesnt help with laddering. Some people look down upon it, but i actually don't think it's a bad idea to check the account on ICCup before playing. Some people use it to dodge and farm easy wins, but i think it makes sense for D ranks to sort some opponents out beforehand. But you shouldn't make a bad habit of it and start to only look for easy wins as it won't help you improve in the long run ![]() | ||
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BisuDagger
Bisutopia19190 Posts
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Ty2
United States1434 Posts
Here's a quote that I did not write that articulates the concept better: + Show Spoiler + "Then some dude goes "People join my game titled '1v1 D' and they were higher than D in prior seasons!!!!!!!!!!! WTF!!!!! HOW CAN THIS BE!?" Because it's a ladder. The better people bash the noobies like you and I so they can move up in the world. You're not in the D ladder to play people of "equal skill", but rather to play people who are at the bottom of the ladder. Then, if you have the skill, you can move up. If you don't have the skill, you stay around D or D+. But getting mad because people were C rank "before" is fucking stupid and people need to cut that shit out. Just play whomever. If you get "crushed", then you probably just need to stop playing like an idiot. Anyhow, the same guy who posted the "fake rank" thread (I wasn't calling him an idiot, I just meant generally) wins against someone who was "B-ranked" before and is all happy in an incredible feat of irony. If he got his way, and only was allowed to play people of "his skill", he would never have gotten to play that "B-rank" guy. Additionally, it just showed that the previous season rank doesn't fucking matter." | ||
Wrath
3174 Posts
On December 17 2015 23:38 Cele wrote: Show nested quote + On December 17 2015 23:22 WrathSCII wrote: As a D class, when I make a game 1v1 with the name "D", I expect someone who is "D" level to join not a fucking smurf C hiding behind shady 1000/1000. So how about the likes of you stop smurfing our games? yeah it's a problem. I know it can be very frustrating if you're just looking for opponents of your skill range and you meet a couple of a lot better players in a row. I recommend looking for pratice partners here in the practice partner thread or ingame. But that doesnt help with laddering. Some people look down upon it, but i actually don't think it's a bad idea to check the account on ICCup before playing. Some people use it to dodge and farm easy wins, but i think it makes sense for D ranks to sort some opponents out beforehand. But you shouldn't make a bad habit of it and start to only look for easy wins as it won't help you improve in the long run ![]() Not looking for easy win. Just looking for games that I have an actual chance of winning. Not playing the best you have or not will end up the same. | ||
Connor5620
Australia200 Posts
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LUCKY_NOOB
Bulgaria1388 Posts
On December 18 2015 00:03 BisuDagger wrote: No one hates Brood War. Don't make up lies ![]() I have spoken with countless SC2 players who join BW to see what was back in the day and they get completely destroyed and hate the game afterwards... Im speaking truths here... And here is a lie to show you the difference: BisuDagger is in SW 7 The Force Awakens! ^_._^ I believe everybody should experience both games... BW requires more dedication and dealing with simple frustrations at every single point from buying the game, thought updating, fixing or dealing with visual bug issues all the way thought ports and lag! And new player should be warned and at least know what they are dealing with... | ||
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BisuDagger
Bisutopia19190 Posts
On December 18 2015 05:02 ProllTarodies wrote: Show nested quote + On December 18 2015 00:03 BisuDagger wrote: No one hates Brood War. Don't make up lies ![]() I have spoken with countless SC2 players who join BW to see what was back in the day and they get completely destroyed and hate the game afterwards... Im speaking truths here... And here is a lie to show you the difference: BisuDagger is in SW 7 The Force Awakens! ^_._^ I believe everybody should experience both games... BW requires more dedication and dealing with simple frustrations at every single point from buying the game, thought updating, fixing or dealing with visual bug issues all the way thought ports and lag! And new player should be warned and at least know what they are dealing with... That's no lie! How'd you find out.? Did someone show you the official limited release movie poster? ![]() | ||
fearthequeen
United States786 Posts
On December 17 2015 23:32 Endymion wrote: if you're joining a 2v2 and the home team is peruvian and it's a ladder map, and you have to download the map, you can be sure it's a hacked map Haha, how's that? I know that for me personally, and I know others have experienced this too, that brood war will often go through the download of a map even if I already have it. So I don't think that's a good indicator of if a map is "hacked" or not. As for the original topic: If people couldn't figure out the advice you gave on their own, I don't think this thread is going to help them. Did you really think this thread was worth writing? | ||
Siz)Beggar
United States337 Posts
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Miragee
8458 Posts
On December 18 2015 00:03 BisuDagger wrote: No one hates Brood War. Don't make up lies ![]() To show his ugly face and say "Hey, we are Blizzard and fully support BW so buy our new crap" after he made Kim Carrier cry. Marketing is important... | ||
Mistakes
United States1102 Posts
On December 18 2015 08:07 Miragee wrote: Show nested quote + On December 18 2015 00:03 BisuDagger wrote: No one hates Brood War. Don't make up lies ![]() To show his ugly face and say "Hey, we are Blizzard and fully support BW so buy our new crap" after he made Kim Carrier cry. Marketing is important... He made Kim Carrier cry? :o | ||
lestye
United States4139 Posts
On December 18 2015 08:07 Miragee wrote: Show nested quote + On December 18 2015 00:03 BisuDagger wrote: No one hates Brood War. Don't make up lies ![]() To show his ugly face and say "Hey, we are Blizzard and fully support BW so buy our new crap" after he made Kim Carrier cry. Marketing is important... Woah, he did it because of passion, Starcraft was the game that pushed his company into the big leagues. And notice he bought EVERYONE in the arena pizza. That's genuine love and passion there. | ||
Cele
Germany4016 Posts
but it's interesting if he did go there. Perhaps it was juist personal, but perhaps Blizzard is saying "we still know you guys are here" in a subtle way. Well one can dream. Most likely it means nothing. | ||
Miragee
8458 Posts
On December 18 2015 09:01 Mistakes wrote: Show nested quote + On December 18 2015 08:07 Miragee wrote: On December 18 2015 00:03 BisuDagger wrote: No one hates Brood War. Don't make up lies ![]() To show his ugly face and say "Hey, we are Blizzard and fully support BW so buy our new crap" after he made Kim Carrier cry. Marketing is important... He made Kim Carrier cry? :o Yeah, he held a short speech on the last day of bw proleague (?) and he said something along the lines of "Everything good has to end someday and make way for the new child.". Kim Carrier started crying during that speech. On December 18 2015 09:05 lestye wrote: Show nested quote + On December 18 2015 08:07 Miragee wrote: On December 18 2015 00:03 BisuDagger wrote: No one hates Brood War. Don't make up lies ![]() To show his ugly face and say "Hey, we are Blizzard and fully support BW so buy our new crap" after he made Kim Carrier cry. Marketing is important... Woah, he did it because of passion, Starcraft was the game that pushed his company into the big leagues. And notice he bought EVERYONE in the arena pizza. That's genuine love and passion there. not sure if trolling or?... If he had passion for the game he wouldn't have forced KeSPA BW out of misery just to promote SC2 in korea. He, or more like his company, is just bandwagoning, now that SC2 numbers have been declining and BW numbers have been increasing. Whatever serves best for business. I also expect all the pizzas to be worth less money than the toilet paper for one week in the chef floor of blizzard's headquarters. | ||
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ImbaTosS
United Kingdom1667 Posts
On December 18 2015 00:27 WrathSCII wrote: Show nested quote + On December 17 2015 23:38 Cele wrote: On December 17 2015 23:22 WrathSCII wrote: As a D class, when I make a game 1v1 with the name "D", I expect someone who is "D" level to join not a fucking smurf C hiding behind shady 1000/1000. So how about the likes of you stop smurfing our games? yeah it's a problem. I know it can be very frustrating if you're just looking for opponents of your skill range and you meet a couple of a lot better players in a row. I recommend looking for pratice partners here in the practice partner thread or ingame. But that doesnt help with laddering. Some people look down upon it, but i actually don't think it's a bad idea to check the account on ICCup before playing. Some people use it to dodge and farm easy wins, but i think it makes sense for D ranks to sort some opponents out beforehand. But you shouldn't make a bad habit of it and start to only look for easy wins as it won't help you improve in the long run ![]() Not looking for easy win. Just looking for games that I have an actual chance of winning. Not playing the best you have or not will end up the same. Lol did I play you yesterday...? --> EleGant[AoV] The plain fact is, to get to a higher rank, whether that's C or A, you have to play against lower ranks first. That is literally all your rank means- that you beat all the players below said rank often enough to be promoted. I do resent being moaned at an insulted by angry D-rankers when I jump on to enjoy a game of BW after being totally inactive for months, and they expect me to already have a C+ and respond by insulting me and ranting about my noobhunting ways. It's not my problem, or fault. Honestly, you also forget that we've all been there. We have all been D, being bashed upon and having a hard time. And even now when we get to our rank it will happen to us still, to varying degrees of course. I know that when I get to C+, there are plenty of B- and above guys who will play me and probably win. And rightly so! How on earth else are they meant to get a game of Starcraft, and get to their rank?? Take it easy, and watch the replay. | ||
lestye
United States4139 Posts
not sure if trolling or?... If he had passion for the game he wouldn't have forced KeSPA BW out of misery just to promote SC2 in korea. He, or more like his company, is just bandwagoning, now that SC2 numbers have been declining and BW numbers have been increasing. Whatever serves best for business. I don't think he's in a position where he's going to need to bandwagon onto anything. He's in town for business, so he checks out esports related events for the games his company made, while sharing some awesome pizza. | ||
Miragee
8458 Posts
On December 18 2015 18:29 lestye wrote: Show nested quote + not sure if trolling or?... If he had passion for the game he wouldn't have forced KeSPA BW out of misery just to promote SC2 in korea. He, or more like his company, is just bandwagoning, now that SC2 numbers have been declining and BW numbers have been increasing. Whatever serves best for business. I don't think he's in a position where he's going to need to bandwagon onto anything. He's in town for business, so he checks out esports related events for the games his company made, while sharing some awesome pizza. That's pretty naive but ok. | ||
ProMeTheus112
France2027 Posts
getting straight into ICCup 1v1 is pretty brutal... even for a SC2 player unless you are Diamond/Master. It's too hard. Or, pick your opponents / go to D-. Or endure and get better but yeah you might not enjoy it too much at first. Well should keep in mind "D" is not really "D". Think of D as "Diamond" ![]() personally I think it's a real problem for newcomers or people who are actually D level on Iccup, isn't it? it's the uncomfortable skill level to be at I remember my friend who had quite a bit of BW experience, about 1000 games of 1v1 (on bnet + Iccup), he only reached D+ and that's not for lack of trying to get C- you just need a lot of experience and most importantly skill to play at D/D+ level on ICCup. | ||
Artunit
Philippines399 Posts
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Pulimuli
Sweden2766 Posts
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Vasoline73
United States7757 Posts
On December 18 2015 05:44 Siz)Beggar wrote: losing is the biggest part of bw take every loss as a learning lesson and try to learn from the mistakes youve made and what your opponent did right Pretty much this. I had a lot of fun losing in BW back when I laddered, it was a great learning experience. That being said, I could see why many are not interested in losing their first 50 games to reach any level of skill. | ||
lastshadow
United States1372 Posts
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pEcul!Ar
52 Posts
On December 18 2015 21:20 lastshadow wrote: Can't say it's BroodWar as a whole but ICCup is a huge turn off. After 7years of not playing, I played around 100games on iccup in the past three weeks, and almost every player I met just goes for some huge all-in pre 8minutes if they aren't Korean, so it's pretty depressing to play on there. I was going to try to fund/host some old-school player tournament again (there was something like on here a while back iirc) for a few grand and stream/etc it, but the feeling on that server really turned me off ~_~ That's the main reason why even foreigners should simply play on fish. Sure, the level on there is ridiculous, but you'll learn twice as much in half the amount of games in comparison to iccup. | ||
Cele
Germany4016 Posts
On December 18 2015 21:45 pEcul!Ar wrote: Show nested quote + On December 18 2015 21:20 lastshadow wrote: Can't say it's BroodWar as a whole but ICCup is a huge turn off. After 7years of not playing, I played around 100games on iccup in the past three weeks, and almost every player I met just goes for some huge all-in pre 8minutes if they aren't Korean, so it's pretty depressing to play on there. I was going to try to fund/host some old-school player tournament again (there was something like on here a while back iirc) for a few grand and stream/etc it, but the feeling on that server really turned me off ~_~ That's the main reason why even foreigners should simply play on fish. Sure, the level on there is ridiculous, but you'll learn twice as much in half the amount of games in comparison to iccup. fish is a fine server but i think it doesn't make sense to play there up to a certain skill level. The people that get crushed on ICCup on low ranks defenitely don't need to play on fish. For me ICCup still works fine, i find plenty of opponents and those do also play macro games. So i can't share this sentiment. As many before me have pointed out,the question is, what do you expect from ladder games? Ladder games are not meant to give every player the best possible training partner. In ladder play, you are able to see how good you are and how far you can make it. It's the nature of the beast that lower ranks will face much more players who are a lot better then them (and who are transitioning through the rank as Elegant pointed out). From experience i can say, that improving and being motivated for the game for me always worked best, when i had friends and clanmates to practice with. | ||
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Ty2
United States1434 Posts
On December 18 2015 19:03 ProMeTheus112 wrote: I think people who come to BW for the first time should first play some 3v3 and make BW friends ^_^ that's how I started! getting straight into ICCup 1v1 is pretty brutal... even for a SC2 player unless you are Diamond/Master. It's too hard. Or, pick your opponents / go to D-. Or endure and get better but yeah you might not enjoy it too much at first. Well should keep in mind "D" is not really "D". Think of D as "Diamond" ![]() personally I think it's a real problem for newcomers or people who are actually D level on Iccup, isn't it? it's the uncomfortable skill level to be at I remember my friend who had quite a bit of BW experience, about 1000 games of 1v1 (on bnet + Iccup), he only reached D+ and that's not for lack of trying to get C- you just need a lot of experience and most importantly skill to play at D/D+ level on ICCup. Your story about your friend reminded me of the introduction of one of day9's podcast, "Having a Good Mindset." I thought I'd share a part of the introdcution here: + Show Spoiler + "In virtually any pro-gamer interview you’ll read or see online, whenever they ask “How were you able to win today?” the pro-gamer always seems to respond, “Oh it’s because I practiced so much I haven’t slept or eaten in 3 weeks because I’ve only practiced tirelessly to win this match.” Of course, I don’t think anyone would argue against the fact that StarCraft is an incredibly difficult game that requires a huge amount of practice to maintain your skill level let alone improve a bunch. However it’s really easy to put too much emphasis on practice. I’m sure everyone has heard of the story of the kid who sleeps all the way through high school because when he gets home at 3 pm he does nothing but play StarCraft till 5 in the morning because he wants to be the best. However after a year and half of doing this, that kid is still C- and can not seem to get any aspect of his play better no mater what. So, though practice is very important, many people such as the kid I just mentioned will not improve based upon the huge amount of hours they play simply because they have the wrong mindset. These are the players that cannot reflect upon their game and analyze it properly and as a result stagnate for very long periods of time." I don't know if your friend had anything applicable from the passage above but I just thought the writing would be interesting to share for people. Edit: Oh, I also had another sentiment I want to share. I think having that flexibility of playing better or worse players is important. With worse players you can try out a new strategy from scratch and see what works and doesn't work. Naturally, if you only had to play people of your so called "equal" skill then at that point the level of play would be well ironed out and when your new strategy gets destroyed in a million ways people might start to think that their new strategy is wrong or unviable which leads to learning in the wrong way. Having the strategy lose or falter in larger points against the worse players really elucidates what specific parts of the strategy need to be better rectified and also capitalizing on what things you're doing right and further refining those parts of your play. Then when your strategy is so much more flowing do you introduce it to the higher levels. Complimentarily, the idea of playing against better players also has some merit but is certainly more touted than the benefits of playing against a worse player and isn't the only way to improve your game. More importantly, playing against worse opponents is an integral part of improvement. I have this aching feeling someone is going to come with a generalization and say that I'm encouraging noob bashing or never playing against better players. I'm not telling anyone that you shouldn't play people better or even far more better than you but that an important part of improving involves playing against worse players. Day9 talks about this concept in his podcast "Why You Should Play Against Worse Players." | ||
ProMeTheus112
France2027 Posts
Actually when I play BW nowadays, I personally like to try and play personal strats that I'm not sure if they necessarily work that well at high level of play. I'm fine with that because I prefer playing a very adaptative game instead of standard optimized, and in the end some of what I do still works all right at decently high levels, so I just explore and try to understand how good or not these strats can be. And like you said, playing against less skilled players is a great way to start off with such creative play and I believe it gives them fun games as well. I think there is this trap for newer players of trying to play the standard game from the get go and it's not as fun as discovering possibilities of the game through kind of playing them all, which actually does the job of building understanding of the game as a whole that makes you good at making good decisions even when you are playing more standard later. I read some find it hard to find a game on ICCup? I'm not having much trouble, I guess if you can't host it's difficult? Forward port 6112! (damn, still have to do this in 2015 lol, I'm sure we lose players because of this kind of thing^^) | ||
DinoMight
United States3725 Posts
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Wrath
3174 Posts
Lol did I play you yesterday...? --> EleGant[AoV] Pretty sure not as I was busy fixing my PC the whole day... http://www.teamliquid.net/forum/tech-support/233916-simple-questions-simple-answers?page=572#11435 | ||
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c3rberUs
Japan11285 Posts
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Falling
Canada11310 Posts
On December 18 2015 18:28 ImbaTosS wrote: Show nested quote + On December 18 2015 00:27 WrathSCII wrote: On December 17 2015 23:38 Cele wrote: On December 17 2015 23:22 WrathSCII wrote: As a D class, when I make a game 1v1 with the name "D", I expect someone who is "D" level to join not a fucking smurf C hiding behind shady 1000/1000. So how about the likes of you stop smurfing our games? yeah it's a problem. I know it can be very frustrating if you're just looking for opponents of your skill range and you meet a couple of a lot better players in a row. I recommend looking for pratice partners here in the practice partner thread or ingame. But that doesnt help with laddering. Some people look down upon it, but i actually don't think it's a bad idea to check the account on ICCup before playing. Some people use it to dodge and farm easy wins, but i think it makes sense for D ranks to sort some opponents out beforehand. But you shouldn't make a bad habit of it and start to only look for easy wins as it won't help you improve in the long run ![]() Not looking for easy win. Just looking for games that I have an actual chance of winning. Not playing the best you have or not will end up the same. Lol did I play you yesterday...? --> EleGant[AoV] The plain fact is, to get to a higher rank, whether that's C or A, you have to play against lower ranks first. That is literally all your rank means- that you beat all the players below said rank often enough to be promoted. I do resent being moaned at an insulted by angry D-rankers when I jump on to enjoy a game of BW after being totally inactive for months, and they expect me to already have a C+ and respond by insulting me and ranting about my noobhunting ways. It's not my problem, or fault. Honestly, you also forget that we've all been there. We have all been D, being bashed upon and having a hard time. And even now when we get to our rank it will happen to us still, to varying degrees of course. I know that when I get to C+, there are plenty of B- and above guys who will play me and probably win. And rightly so! How on earth else are they meant to get a game of Starcraft, and get to their rank?? Take it easy, and watch the replay. As a D ranker, I 100% agree with this. The way I deal with an overwhelming loss is to check the iccup rank after the game and see: Oh they were C+ last season (or 5 seasons ago), oh well. The only time to get upset is when you see their history has hundreds of games against D's with constant rank resets once they hit a certain high rank and little to no games played against people of the D level. At that point, they are intentionally trying to play against D's and no one else. But with a ladder reset every 3 or is it 4? months... the higher ranks have to play the lower ranks to get back up there, so there is no reason to get mad at people doing exactly what the system requires them to do. | ||
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Ty2
United States1434 Posts
I thought the thread might remind people that it's okay to lose terribly to a player equally matched to you when really there is no sign of evidence the player was just a higher ranking player from the previous season. Here's a good quote I look up to sometimes: + Show Spoiler + "Don't worry... sometimes, you have a bad day and get owned a lot. But that's in the past already, so it has nothing to do with how well you can still do in the future." It's all about the fun of the game and if you attach your own personal skill to the amount of points you have you will become constantly unhappy with the game. Just be happy. | ||
Pulimuli
Sweden2766 Posts
On December 19 2015 01:59 c3rberUs wrote: Maybe it's because people lose in manner that's shocking to them. Guys new to rts might go like "okay i have my 4th marine out, time to make another supply depot *11 mutas appear and massacre him* wtf, how did he do that?". Other rts guys might go like, "okay the guide says zealots are good vs tanks *runs into tank line and dies* but it was supposed to work!?" Hence my emphasis on replays, so that new players know the early BO's and stuff like that ^^ | ||
GeckoXp
Germany2016 Posts
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Cele
Germany4016 Posts
On December 19 2015 04:47 Ty2 wrote: Here's a good thread: www.teamliquid.net I thought the thread might remind people that it's okay to lose terribly to a player equally matched to you when really there is no sign of evidence the player was just a higher ranking player from the previous season. Here's a good quote I look up to sometimes: + Show Spoiler + "Don't worry... sometimes, you have a bad day and get owned a lot. But that's in the past already, so it has nothing to do with how well you can still do in the future." It's all about the fun of the game and if you attach your own personal skill to the amount of points you have you will become constantly unhappy with the game. Just be happy. I dunno about the article you linked. Imho Nina does a better job there writing a pointed satire then really adressing the issue. I think it's a factual thing, that BW is a game that requires a very high frustration tolerance from beginners and that ladder play is not the best thing to get them hooked into the game. And i think we would have much more new players, if we could do something about it. Back in 2008-2009 i think instarcraft.de had a bunch of motivated staff members who decided to set up an extra server and offer a training programm for lower skill players (up to D+ iirc) on that, with Coaches, torunaments and everything. That was a pretty cool project, coz it gave those players an incentive to train as well as seasoned Coaches who would help them out with fundamentals. The server was called "Zerrush's Lair" and it was brilliant. If we had something like this today, it would be great. But im not sure if there's the manpower to do something like this. | ||
atrox_
United Kingdom1708 Posts
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B-royal
Belgium1330 Posts
However, if you're just here to play a fun game, then I agree with the sentiment. Perhaps it would be better to just find some friends and casually play melee games with them though. | ||
Chef
10810 Posts
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arb
Noobville17920 Posts
On December 17 2015 23:22 WrathSCII wrote: As a D class, when I make a game 1v1 with the name "D", I expect someone who is "D" level to join not a fucking smurf C hiding behind shady 1000/1000. So how about the likes of you stop smurfing our games? everyones gotta rank up you know? no need to whine about it because youre bad | ||
castleeMg
Canada758 Posts
On December 17 2015 23:22 WrathSCII wrote: As a D class, when I make a game 1v1 with the name "D", I expect someone who is "D" level to join not a fucking smurf C hiding behind shady 1000/1000. So how about the likes of you stop smurfing our games? i hate these kind of posts, you're playing ladder on broodwar. ladder is meant to be competitive. please don't CRY about a C rank or higher rank player playing on a D rank account vs D rank players because the only way for him to rank up is to get through you first. why not look at it as an opportunity and watch the replay on how you lost vs better players to improve yourself rather than being concerned on how to get a weaker or same skilled opponent in your game? | ||
11cc
Finland561 Posts
On December 19 2015 07:57 arb wrote: Show nested quote + On December 17 2015 23:22 WrathSCII wrote: As a D class, when I make a game 1v1 with the name "D", I expect someone who is "D" level to join not a fucking smurf C hiding behind shady 1000/1000. So how about the likes of you stop smurfing our games? everyones gotta rank up you know? no need to whine about it because youre bad The problem is that some people like ranking up so much that they just do that over and over again, instead of playing against even opponents, so the D rank players role is to be entertainment for the higher level players. | ||
trulojucreathrma.com
United States327 Posts
As for being D, that's like everyone that plays less than 16 games a season and the bottom 50% of everyone that does, by definition. I used to be a C- terran. That translates to a B protoss. If I'd log on now and play, I'd be D. Posts like this are just stupid. Can people never understand the weaknesses of iccup? Iccup rank is about scoring points, not about skill. Half an iccup rank is about how many plays you and everyone else is playing and about how much rank inflation is going on. If you want somethihng skill based, there's a challenge in programming an algorithm that can guess the skill of a player the quickest. There's some good systems out there, like Trueskill or Glicko. | ||
11cc
Finland561 Posts
On December 19 2015 09:30 trulojucreathrma.com wrote: SC2 people naturally hate BW. wtf? no. | ||
Naracs_Duc
746 Posts
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trulojucreathrma.com
United States327 Posts
On December 19 2015 09:56 Naracs_Duc wrote: Ladder worries are not an SC2 issue, its a player base issue. Does not matter if its a quick match button or iccup. Don't agree. In SC2, 98% of the people win and lose exactly 50% of their games. We can't have 51% of the people winning 51% of their games. Let alone 90% winning 70% of their games. Iccup is something completely different. | ||
11cc
Finland561 Posts
On December 19 2015 10:03 trulojucreathrma.com wrote: Show nested quote + On December 19 2015 09:56 Naracs_Duc wrote: Ladder worries are not an SC2 issue, its a player base issue. Does not matter if its a quick match button or iccup. Don't agree. In SC2, 98% of the people win and lose exactly 50% of their games. We can't have 51% of the people winning 51% of their games. Let alone 90% winning 70% of their games. Iccup is something completely different. So where are these stats of yours coming from? Surely not from your ass, right? | ||
Cele
Germany4016 Posts
On December 19 2015 09:30 trulojucreathrma.com wrote: I used to be a C- terran. That translates to a B protoss. If I'd log on now and play, I'd be D. lol yet again this argument, havent read that in a long while. I like your point on Glicko though. Glicko2 makes for a nice ranking system. Question is, do users really want it? | ||
Djzapz
Canada10681 Posts
On December 19 2015 10:09 11cc wrote: Show nested quote + On December 19 2015 10:03 trulojucreathrma.com wrote: On December 19 2015 09:56 Naracs_Duc wrote: Ladder worries are not an SC2 issue, its a player base issue. Does not matter if its a quick match button or iccup. Don't agree. In SC2, 98% of the people win and lose exactly 50% of their games. We can't have 51% of the people winning 51% of their games. Let alone 90% winning 70% of their games. Iccup is something completely different. So where are these stats of yours coming from? Surely not from your ass, right? The SC2 matchmaking system will match you to opponents of your strength. If you win more than 50%, you'll get to play opponents who are better than you until you lose. Essentially, the system makes it so unless you're a top tier player, you'll always have a win rate that'll be around 50%. | ||
11cc
Finland561 Posts
On December 19 2015 10:26 Djzapz wrote: Show nested quote + On December 19 2015 10:09 11cc wrote: On December 19 2015 10:03 trulojucreathrma.com wrote: On December 19 2015 09:56 Naracs_Duc wrote: Ladder worries are not an SC2 issue, its a player base issue. Does not matter if its a quick match button or iccup. Don't agree. In SC2, 98% of the people win and lose exactly 50% of their games. We can't have 51% of the people winning 51% of their games. Let alone 90% winning 70% of their games. Iccup is something completely different. So where are these stats of yours coming from? Surely not from your ass, right? The SC2 matchmaking system will match you to opponents of your strength. If you win more than 50%, you'll get to play opponents who are better than you until you lose. Essentially, the system makes it so unless you're a top tier player, you'll always have a win rate that'll be around 50%. But isn't that how iccup works as well, except it isn't automated? | ||
trulojucreathrma.com
United States327 Posts
On December 19 2015 10:09 11cc wrote: Show nested quote + On December 19 2015 10:03 trulojucreathrma.com wrote: On December 19 2015 09:56 Naracs_Duc wrote: Ladder worries are not an SC2 issue, its a player base issue. Does not matter if its a quick match button or iccup. Don't agree. In SC2, 98% of the people win and lose exactly 50% of their games. We can't have 51% of the people winning 51% of their games. Let alone 90% winning 70% of their games. Iccup is something completely different. So where are these stats of yours coming from? Surely not from your ass, right? Reading that, you don't realize that one of them basically boils down to a statement saying '1 plus 1 can't be 3'?. How can 51% of the people win 51% of their games? Point being, this is the thing game devs struggle with. The solution may be to trick people into believing they are playing humans, inflating their winrate. Just have 2 out of 10 people secretly be AI. People talk so little, a game dev can get away with it. That way, you can get all your customers to be winners. They will all be a lot more satisfied. More cash for your shareholders, surely. Anyway, this was mostly rhetoric. Surely, most people have a number of games player that doesn't allow for neat stats. If you play only 3 games, no way in hell you can lose 50% of them. | ||
Cele
Germany4016 Posts
On December 19 2015 10:32 11cc wrote: Show nested quote + On December 19 2015 10:26 Djzapz wrote: On December 19 2015 10:09 11cc wrote: On December 19 2015 10:03 trulojucreathrma.com wrote: On December 19 2015 09:56 Naracs_Duc wrote: Ladder worries are not an SC2 issue, its a player base issue. Does not matter if its a quick match button or iccup. Don't agree. In SC2, 98% of the people win and lose exactly 50% of their games. We can't have 51% of the people winning 51% of their games. Let alone 90% winning 70% of their games. Iccup is something completely different. So where are these stats of yours coming from? Surely not from your ass, right? The SC2 matchmaking system will match you to opponents of your strength. If you win more than 50%, you'll get to play opponents who are better than you until you lose. Essentially, the system makes it so unless you're a top tier player, you'll always have a win rate that'll be around 50%. But isn't that how iccup works as well, except it isn't automated? in a broad sense yes. The variancy is higher on ICCup and it part, but not only that is connected to lack of players playing the game. [By variance i mean that you will have more games that drastically differ from your "skill range"] In theory you rank up so long until you hit a brick wall and can't win more than 45% of your games. This is partly not functioning anymore since the rank system was overhauled and the decrease in points you can win vs lower rank players is much slower now. | ||
11cc
Finland561 Posts
On December 19 2015 10:43 trulojucreathrma.com wrote: How can 51% of the people win 51% of their games? That is totally possible btw, unlike 1+1=3 Point being, this is the thing game devs struggle with. The solution may be to trick people into believing they are playing humans, inflating their winrate. Just have 2 out of 10 people secretly be AI. People talk so little, a game dev can get away with it. That way, you can get all your customers to be winners. They will all be a lot more satisfied. More cash for your shareholders, surely. Anyway, this was mostly rhetoric. Surely, most people have a number of games player that doesn't allow for neat stats. If you play only 3 games, no way in hell you can lose 50% of them. You actually believe that blizzard is making people play AI on sc2 ladder? I must be mistaken. | ||
Djzapz
Canada10681 Posts
On December 19 2015 11:01 11cc wrote: You actually believe that blizzard is making people play AI on sc2 ladder? I must be mistaken. He believes they could do that to make people feel like they're winning more than they really are. The problem with that is we'd inevitably find out, AI is incredibly hard to code, and if we found ourselves playing against "people" running the same bad strats over and over, we'd figure it out. Some folks would watch replays and be like what the hell these guys with weird names that seem randomized all play the same kind of erratic weird style that lacks fluidity and doesn't make the same mistakes humans do. | ||
trulojucreathrma.com
United States327 Posts
On December 19 2015 11:01 11cc wrote: That is totally possible btw, unlike 1+1=3 How can you say that with a straight face? Obviously, any game is a zero sum game. For every winner you need a loser. Now that I think about it, I should have realized that a statement like this isn't intuitive to everyone. There's quite some inferior intellects out there, if you are a top intellect yourself. Only when I tried to write it down I actually realized it is not an easy problem to explain or to offer a proof. Maybe someone will come along that has more patience and can explain it to you. You actually believe that blizzard is making people play AI on sc2 ladder? I must be mistaken. Since you don't understand the statistics, I guess it is only natural for you to twist my words. Once you can actually read and understand my statement, the problem at hand is obvious and my statement is completely non-ambiguous. Since this is a novel solution I offer as a distant-future solution, I can't see how one can claim I think ths is what the big bad B is doing. In fact, I never mentioned the big bad B. Also, I don't think it is that likely that people will go and nitpick the play of bronze player and consider their play so unreasonable, it can't possibly be produced by humans. I won't say it won't leak, but if it will leak it will leak like corporate conspiracies usually leak. Fact remains, some multinationals are reckless enough to engage into conspiracies that will be figured out and backfire against them. Why can't it happen in the game industry? Be it the big bad B or someone else. It is all a matter of risk and reward and about how reckless the risk-reward judgment of that one guy under a lot of pressure that's in charge is. I don't see how getting a database with believable names is an issue. You can just rip or copy names you already have that are player-made. I agree that playing a game like SC BW can be like a Turing test and that the AI most likely will fail. But it is a lot harder to pass a Turing test the moment the human knows he is doing a Turing test. In fact, half the people here could be bots, just posting what humans posted online somewhere else, and I would never realize. Indeed, it would explain a lot of the craziness you see! Especially the unexpected follow-ups. | ||
Cele
Germany4016 Posts
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B-royal
Belgium1330 Posts
9 out of 10 are mediocre players and win 50% against each other. One player (X) is just a mess and loses 100% of his games. Now you have 9 players (>51% of the population) with higher than 51 win percentage, which can get higher and higher the more they play mister X. edit: Purely from intuition, this does seem very much possible. Maybe someone can bring some math in here and prove it haha. | ||
wptlzkwjd
Canada1240 Posts
On December 17 2015 23:22 WrathSCII wrote: As a D class, when I make a game 1v1 with the name "D", I expect someone who is "D" level to join not a fucking smurf C hiding behind shady 1000/1000. So how about the likes of you stop smurfing our games? I remember making a C- game on iCCup a few years back. Played against a similar player with exactly 3200 pts and 0 losses. Got crushed so badly in a standard macro game that I went out of my way to check his account. Turned out he was A+ for like the last few seasons on iCCup and after some more digging, turned out to be the Korean progamer Shuttle. Never been happier to have gotten destroyed xD. | ||
ProMeTheus112
France2027 Posts
My friend who plays GO (not CS:GO... the game of GO) told me about their ladder system that doesn't reset. The result is that it reflects skill a lot better than ours! I can see the appeal of having seasonal goals but resetting ladder, for me this has made me stop to want to get higher ranks. I could try to get B to prove my skill is B, but it takes too many games in 3 months for me to achieve ![]() Then there is the frustration for people at D skill level, and some amount of "waste of time" for people who want to play against higher skilled players but have to grind a lot before that... Yes I think in the end it would be better to have a simple ELO ladder system that doesn't reset. | ||
vesicular
United States1310 Posts
On December 19 2015 10:32 11cc wrote: Show nested quote + On December 19 2015 10:26 Djzapz wrote: On December 19 2015 10:09 11cc wrote: On December 19 2015 10:03 trulojucreathrma.com wrote: On December 19 2015 09:56 Naracs_Duc wrote: Ladder worries are not an SC2 issue, its a player base issue. Does not matter if its a quick match button or iccup. Don't agree. In SC2, 98% of the people win and lose exactly 50% of their games. We can't have 51% of the people winning 51% of their games. Let alone 90% winning 70% of their games. Iccup is something completely different. So where are these stats of yours coming from? Surely not from your ass, right? The SC2 matchmaking system will match you to opponents of your strength. If you win more than 50%, you'll get to play opponents who are better than you until you lose. Essentially, the system makes it so unless you're a top tier player, you'll always have a win rate that'll be around 50%. But isn't that how iccup works as well, except it isn't automated? SC2 doesn't drop everyone back down into bronze league on season resets. If iccup didn't have the rank decay every few months with the resets, D-rankers wouldn't continually need to be fodder for higher level players all the time. | ||
Thieving Magpie
United States6752 Posts
On December 19 2015 14:24 ProMeTheus112 wrote: Sometimes I think it would be better if seasons didn't reset so often or not at all My friend who plays GO (not CS:GO... the game of GO) told me about their ladder system that doesn't reset. The result is that it reflects skill a lot better than ours! I can see the appeal of having seasonal goals but resetting ladder, for me this has made me stop to want to get higher ranks. I could try to get B to prove my skill is B, but it takes too many games in 3 months for me to achieve ![]() Then there is the frustration for people at D skill level, and some amount of "waste of time" for people who want to play against higher skilled players but have to grind a lot before that... Yes I think in the end it would be better to have a simple ELO ladder system that doesn't reset. Ladder resets were requested by the player base in SC2. Blizzard did not have resets in SC2 ladder, then players whined so they added resets. Most of the bad stuff in SC2 come from players who think they know better than developers. Its really funny. | ||
lestye
United States4139 Posts
If you don't log in and latter for a super long period of time, then MMR resets. I might be mistaken, but that's my understanding. | ||
11cc
Finland561 Posts
On December 19 2015 12:02 trulojucreathrma.com wrote: How can you say that with a straight face? Obviously, any game is a zero sum game. For every winner you need a loser. Now that I think about it, I should have realized that a statement like this isn't intuitive to everyone. There's quite some inferior intellects out there, if you are a top intellect yourself. Only when I tried to write it down I actually realized it is not an easy problem to explain or to offer a proof. Maybe someone will come along that has more patience and can explain it to you. I think what you actually mean is that it's impossible for 100% of players to have 51% winrate, because that would actually be impossible. For 51% of players to have 51% winrate, the rest (49%) just have to have slightly less than 49% winrate to balance it out, no? Please explain what I'm missing here, mr. top intellect. | ||
ProMeTheus112
France2027 Posts
On December 19 2015 17:38 Thieving Magpie wrote: Show nested quote + On December 19 2015 14:24 ProMeTheus112 wrote: Sometimes I think it would be better if seasons didn't reset so often or not at all My friend who plays GO (not CS:GO... the game of GO) told me about their ladder system that doesn't reset. The result is that it reflects skill a lot better than ours! I can see the appeal of having seasonal goals but resetting ladder, for me this has made me stop to want to get higher ranks. I could try to get B to prove my skill is B, but it takes too many games in 3 months for me to achieve ![]() Then there is the frustration for people at D skill level, and some amount of "waste of time" for people who want to play against higher skilled players but have to grind a lot before that... Yes I think in the end it would be better to have a simple ELO ladder system that doesn't reset. Ladder resets were requested by the player base in SC2. Blizzard did not have resets in SC2 ladder, then players whined so they added resets. Most of the bad stuff in SC2 come from players who think they know better than developers. Its really funny. to be fair I think there has been a lot of bad things in SC2 even before people complain about it or suggest other possibly bad things^^ also there may not have been the most competent picks out of the players suggestions by whoever makes the calls at blizzard to make the game good/better^^ it's their job to do that, and I don't think everyone makes bad suggestions from what I read far from that. Company being focused on financial profit damages its ability to make good choices in creating or modifying games, so it may have gone the "superficially please everyone" road for too long. | ||
LUCKY_NOOB
Bulgaria1388 Posts
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LUCKY_NOOB
Bulgaria1388 Posts
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JadeFist
United States1225 Posts
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Cele
Germany4016 Posts
On December 20 2015 02:14 JadeFist wrote: Hey Proll this is Rorge. The Terran was hacking in the proxy gate game I ran it through BWHF agent. Multi-command hack was found. if we are talking about a ICCup ladder game (not sure of the context you are talking in here) pleas DO report it here | ||
Thieving Magpie
United States6752 Posts
On December 19 2015 17:52 ProMeTheus112 wrote: Show nested quote + On December 19 2015 17:38 Thieving Magpie wrote: On December 19 2015 14:24 ProMeTheus112 wrote: Sometimes I think it would be better if seasons didn't reset so often or not at all My friend who plays GO (not CS:GO... the game of GO) told me about their ladder system that doesn't reset. The result is that it reflects skill a lot better than ours! I can see the appeal of having seasonal goals but resetting ladder, for me this has made me stop to want to get higher ranks. I could try to get B to prove my skill is B, but it takes too many games in 3 months for me to achieve ![]() Then there is the frustration for people at D skill level, and some amount of "waste of time" for people who want to play against higher skilled players but have to grind a lot before that... Yes I think in the end it would be better to have a simple ELO ladder system that doesn't reset. Ladder resets were requested by the player base in SC2. Blizzard did not have resets in SC2 ladder, then players whined so they added resets. Most of the bad stuff in SC2 come from players who think they know better than developers. Its really funny. to be fair I think there has been a lot of bad things in SC2 even before people complain about it or suggest other possibly bad things^^ also there may not have been the most competent picks out of the players suggestions by whoever makes the calls at blizzard to make the game good/better^^ it's their job to do that, and I don't think everyone makes bad suggestions from what I read far from that. Company being focused on financial profit damages its ability to make good choices in creating or modifying games, so it may have gone the "superficially please everyone" road for too long. As someone who works in a company that cares a lot about "customer feedback" I know all too well what happens when Product teams let Customers tell engineers and designers how to engineer/design things... | ||
B-royal
Belgium1330 Posts
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stambe
Bulgaria492 Posts
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KalWarkov
Germany4126 Posts
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L_Master
United States8017 Posts
This has been the experience for all the friends I have that have played other games first and come to BW. They just dislike the fact that they don't feel like they can 'play' the game at all. This wasn't such an issue in the early 2000s because there weren't "modern" expectations about how a game should work that players would get used to. None of them are willing to put in the time, which could easily be 50-100hrs or more of work to be able to macro half decently and do some basic army control, to try and appreciate the game. In the case of more experienced people, the problem is usually more just "it sucks just dying to shit and not evening knowing wtf happened". Interesting, this is why I never got much into sc2. Didn't like that I couldn't just macroll 50apm guys anymore combined with dying to random things for reasons I could not understand. Didn't feel enough desire to ever play past that. On December 21 2015 10:50 KalWarkov wrote: good foreigners dont even play BW anymore, and yet, ppl are such elitists with their ranks The good foreigners today are better than the good foreigners from 2009. | ||
Thieving Magpie
United States6752 Posts
On December 20 2015 06:56 B-royal wrote: Really? I think it's just a matter of listening to the wrong people then. There's been plenty of EXCELLENT advice regarding Sc2 such as Lalush' depth of micro or some of the economy analysis threads.. Let me put it this way. 80% of your paying customers asks for item A 10% asks for item B 5% asks for item C 30 random guys in a Broodwar website asks for item D Lalush asks for item E Which one would the CEO listen to? | ||
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CaucasianAsian
Korea (South)11570 Posts
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Simberto
Germany11390 Posts
On December 19 2015 12:54 B-royal wrote: Have 10 people: 9 out of 10 are mediocre players and win 50% against each other. One player (X) is just a mess and loses 100% of his games. Now you have 9 players (>51% of the population) with higher than 51 win percentage, which can get higher and higher the more they play mister X. edit: Purely from intuition, this does seem very much possible. Maybe someone can bring some math in here and prove it haha. As someone studying to become a math teacher, this is basically 90% of a proof. If a statement is "x is impossible/always true", the only thing you need to disprove this statement is a counterexample. Because if it isn't true in one single case, it is obviously not always true. You could make the statement more exact, and formulate your example out a bit more, but basically you have done what needs to be done to disprove that ridiculous statement. | ||
Endymion
United States3701 Posts
On December 21 2015 10:50 KalWarkov wrote: good foreigners dont even play BW anymore, and yet, ppl are such elitists with their ranks the foreigner scene is stronger skillwise than it has ever been, i don't know what "good" foreigners you're referring to but there are american and EU zergs with 350+ apm in B/A on fish..... | ||
Sero
United States692 Posts
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Thieving Magpie
United States6752 Posts
On December 21 2015 17:51 CaucasianAsian wrote: no one, and say that item G is better than anyone can hope for, and that it's in development while you release item F You have not worked in corporate is what I can see from your post. | ||
B-royal
Belgium1330 Posts
On December 21 2015 13:15 Thieving Magpie wrote: Show nested quote + On December 20 2015 06:56 B-royal wrote: Really? I think it's just a matter of listening to the wrong people then. There's been plenty of EXCELLENT advice regarding Sc2 such as Lalush' depth of micro or some of the economy analysis threads.. Let me put it this way. 80% of your paying customers asks for item A 10% asks for item B 5% asks for item C 30 random guys in a Broodwar website asks for item D Lalush asks for item E Which one would the CEO listen to? Good point. Though I would assume that if you would release item E, it would eventually convince the other population by virtue of being objectively the best. On December 21 2015 17:51 CaucasianAsian wrote: no one, and say that item G is better than anyone can hope for, and that it's in development while you release item F Haha. On December 21 2015 17:57 Simberto wrote: Show nested quote + On December 19 2015 12:54 B-royal wrote: Have 10 people: 9 out of 10 are mediocre players and win 50% against each other. One player (X) is just a mess and loses 100% of his games. Now you have 9 players (>51% of the population) with higher than 51 win percentage, which can get higher and higher the more they play mister X. edit: Purely from intuition, this does seem very much possible. Maybe someone can bring some math in here and prove it haha. As someone studying to become a math teacher, this is basically 90% of a proof. If a statement is "x is impossible/always true", the only thing you need to disprove this statement is a counterexample. Because if it isn't true in one single case, it is obviously not always true. You could make the statement more exact, and formulate your example out a bit more, but basically you have done what needs to be done to disprove that ridiculous statement. Thanks, this actually boosted my confidence. Good luck with becoming a math teacher! | ||
Miragee
8458 Posts
On December 21 2015 13:15 Thieving Magpie wrote: Show nested quote + On December 20 2015 06:56 B-royal wrote: Really? I think it's just a matter of listening to the wrong people then. There's been plenty of EXCELLENT advice regarding Sc2 such as Lalush' depth of micro or some of the economy analysis threads.. Let me put it this way. 80% of your paying customers asks for item A 10% asks for item B 5% asks for item C 30 random guys in a Broodwar website asks for item D Lalush asks for item E Which one would the CEO listen to? If you want to go by that logic why aren't companies asking the consumers exactly how the game should look like? Because there are certainly more consumers than there are programmers/CEOs/designers that have a different opinion on what it's best for the game. Sounds like what's best for the game always depends on what the majority of people thinks is best and not what people with superior knowledge think is best. If you ask me, he should probably listen to that one person, assuming what he says makes sense. The large majority that cries for something else without deeper understanding what is really wrong will later on realise that they got what the wanted in a better way. That being said, this depends of what they try to implement. If they want to implement new skins to sell for $$$ the CEO should surely listen to the majority. | ||
Naracs_Duc
746 Posts
On December 22 2015 01:20 Miragee wrote: Show nested quote + On December 21 2015 13:15 Thieving Magpie wrote: On December 20 2015 06:56 B-royal wrote: Really? I think it's just a matter of listening to the wrong people then. There's been plenty of EXCELLENT advice regarding Sc2 such as Lalush' depth of micro or some of the economy analysis threads.. Let me put it this way. 80% of your paying customers asks for item A 10% asks for item B 5% asks for item C 30 random guys in a Broodwar website asks for item D Lalush asks for item E Which one would the CEO listen to? If you want to go by that logic why aren't companies asking the consumers exactly how the game should look like? Because there are certainly more consumers than there are programmers/CEOs/designers that have a different opinion on what it's best for the game. Sounds like what's best for the game always depends on what the majority of people thinks is best and not what people with superior knowledge think is best. If you ask me, he should probably listen to that one person, assuming what he says makes sense. The large majority that cries for something else without deeper understanding what is really wrong will later on realise that they got what the wanted in a better way. That being said, this depends of what they try to implement. If they want to implement new skins to sell for $$$ the CEO should surely listen to the majority. Here's how the Product cycle works in broad strokes. The PM goes to R&D and sees what they have The PM goes to Marketing and sees what is popular The PM goes to finance and sees what is affordable A concept is birthed from those stats. That concept is then tested both internally and externally--changes get made based on both internal and external testing. Product gets sent to Design to look pretty, gets sent back to Product to be given a name, brand, etc.. Product is released. THEN Customer Suggestions gets put into play. EXAMPLE: Engineer: "I have sharp pointy thing" Marketing: "People like stabbing things with pointy things" Finance: "We can make only this many pointy things" Test: "We stabbed many things with pointy thing, pointy thing did not break" Design: "Here's the pointy thing in red" Company: "Here's our Red Pointy Thing!" Customer Opinions: "Can we have the pointy thing in blue?" Expert Opinion: "I wish it had a handle..." Company: "New Blue Pointy Thing!" | ||
iloveav
Poland1478 Posts
1. are you playing for fun or are you actually trying to get better (not mutually exclusive, but playing vs better players will have most of the time an expected result). Loosing is not fun vs better players but you can make a lot of non-ladder games for fun. If you want to get better, there are a lot of posts and guides for it, but as anything, if you want to get good at it, it takes time and work. 2. Iccup is not broodwar. Iccup is the private server that was made for players to find challenges. What I am trying to say is, most of the good players will play there (and fish server) so you are getting into a hard competitive environment. A good way to counter this is to practice in 3v3 hunters maps. There you will get less high skill players and more ppl having fun. But please understand that Iccup is the grandmaster league of SC2 in most cases. If you want to get practice with lower skilled players, you might need to do some searching on the forums or simply ask around in the iccup chat. 3. Broodwar is an old game and most of the players that still play it have played it for years. They have years of experience ahead of new players. New players who want to be good have to do their homework. Its kinda like tribes ascend of CS 1.6. If you the there fresh, you will probably not get a single kill for dozens of games, but its part of the learning process. All taht being said, if there is one thing the broodwar community is good at is helping new players. Even those that have 50 games played can help a new comer, and everyone likes to show they are smart/good, so that EGO is an easy thing to exploit :D. Personally, I like noobs. Some of them are the most mannered people out there, and its a very good attitude. | ||
iloveav
Poland1478 Posts
On December 22 2015 02:20 Naracs_Duc wrote: Show nested quote + On December 22 2015 01:20 Miragee wrote: On December 21 2015 13:15 Thieving Magpie wrote: On December 20 2015 06:56 B-royal wrote: Really? I think it's just a matter of listening to the wrong people then. There's been plenty of EXCELLENT advice regarding Sc2 such as Lalush' depth of micro or some of the economy analysis threads.. Let me put it this way. 80% of your paying customers asks for item A 10% asks for item B 5% asks for item C 30 random guys in a Broodwar website asks for item D Lalush asks for item E Which one would the CEO listen to? If you want to go by that logic why aren't companies asking the consumers exactly how the game should look like? Because there are certainly more consumers than there are programmers/CEOs/designers that have a different opinion on what it's best for the game. Sounds like what's best for the game always depends on what the majority of people thinks is best and not what people with superior knowledge think is best. If you ask me, he should probably listen to that one person, assuming what he says makes sense. The large majority that cries for something else without deeper understanding what is really wrong will later on realise that they got what the wanted in a better way. That being said, this depends of what they try to implement. If they want to implement new skins to sell for $$$ the CEO should surely listen to the majority. Here's how the Product cycle works in broad strokes. The PM goes to R&D and sees what they have The PM goes to Marketing and sees what is popular The PM goes to finance and sees what is affordable A concept is birthed from those stats. That concept is then tested both internally and externally--changes get made based on both internal and external testing. Product gets sent to Design to look pretty, gets sent back to Product to be given a name, brand, etc.. Product is released. THEN Customer Suggestions gets put into play. EXAMPLE: Engineer: "I have sharp pointy thing" Marketing: "People like stabbing things with pointy things" Finance: "We can make only this many pointy things" Test: "We stabbed many things with pointy thing, pointy thing did not break" Design: "Here's the pointy thing in red" Company: "Here's our Red Pointy Thing!" Customer Opinions: "Can we have the pointy thing in blue?" Expert Opinion: "I wish it had a handle..." Company: "New Blue Pointy Thing!" Not really: the life cycle of a product is far longer and in most cases it has many diverging paths. I studied marketing and markets for 3 months and I could probably write around 4-5 pages about a products life cycle (but who wants to do that much work, right?) and im quite sure that those who studied for years can do even a better job. In reality, the hardest part of any product is to identify a need in the market and its spread. | ||
Naracs_Duc
746 Posts
On December 22 2015 02:28 iloveav wrote: Show nested quote + On December 22 2015 02:20 Naracs_Duc wrote: On December 22 2015 01:20 Miragee wrote: On December 21 2015 13:15 Thieving Magpie wrote: On December 20 2015 06:56 B-royal wrote: Really? I think it's just a matter of listening to the wrong people then. There's been plenty of EXCELLENT advice regarding Sc2 such as Lalush' depth of micro or some of the economy analysis threads.. Let me put it this way. 80% of your paying customers asks for item A 10% asks for item B 5% asks for item C 30 random guys in a Broodwar website asks for item D Lalush asks for item E Which one would the CEO listen to? If you want to go by that logic why aren't companies asking the consumers exactly how the game should look like? Because there are certainly more consumers than there are programmers/CEOs/designers that have a different opinion on what it's best for the game. Sounds like what's best for the game always depends on what the majority of people thinks is best and not what people with superior knowledge think is best. If you ask me, he should probably listen to that one person, assuming what he says makes sense. The large majority that cries for something else without deeper understanding what is really wrong will later on realise that they got what the wanted in a better way. That being said, this depends of what they try to implement. If they want to implement new skins to sell for $$$ the CEO should surely listen to the majority. Here's how the Product cycle works in broad strokes. The PM goes to R&D and sees what they have The PM goes to Marketing and sees what is popular The PM goes to finance and sees what is affordable A concept is birthed from those stats. That concept is then tested both internally and externally--changes get made based on both internal and external testing. Product gets sent to Design to look pretty, gets sent back to Product to be given a name, brand, etc.. Product is released. THEN Customer Suggestions gets put into play. EXAMPLE: Engineer: "I have sharp pointy thing" Marketing: "People like stabbing things with pointy things" Finance: "We can make only this many pointy things" Test: "We stabbed many things with pointy thing, pointy thing did not break" Design: "Here's the pointy thing in red" Company: "Here's our Red Pointy Thing!" Customer Opinions: "Can we have the pointy thing in blue?" Expert Opinion: "I wish it had a handle..." Company: "New Blue Pointy Thing!" Not really: the life cycle of a product is far longer and in most cases it has many diverging paths. I studied marketing and markets for 3 months and I could probably write around 4-5 pages about a products life cycle (but who wants to do that much work, right?) and im quite sure that those who studied for years can do even a better job. In reality, the hardest part of any product is to identify a need in the market and its spread. You don't seem to understand what you're studying then. As each of those steps I'm talking about takes years. PM asks Engineering/Science: "What do you have?" Sci/Eng: "Um... we got about 6 different almost finished, 4 different failures, 15 different ones we haven't started, 10 different ones we started but I am not sure who is working on it. Which one do you want to know about? I'm not counting the 20 or so unfinished stuff from people who left the company that we haven't gotten rid of or the 20 others that are still under review with legal. Ask Marketing which one we should work on." PM Goes to Marketing: "What do the people want?" Marketing: "Which industry? Group? Cost Point? Location? Product type? etc... Ask Finance how big a release we are talking about." PM Goes to Finance: "What can we afford?" Finance: "Um... It depends--what are we making? Ask Sci/Eng what they have and I can tell you how much it costs." This then goes round and round for months or years for each product. Academic comments like "identifying a need in the market and its spread" is kind of useless since no matter what the need--you are still stuck with the products your sci/eng team are payed to research, develop, and finish. If you find out the public wants red cars, but your science team had spent the last 2 years developing a blue plane--then you are going to sell blue fucking planes because that's what you have. If you want to have a selection of products to offer then you're going to have to expand your development team wide enough to be working on a bunch of different projects, all of them in different states of completion, all of them sucking the budget from all your other teams. The wider your breadth of capabilities, the more resources your marketing team needs to be able to survey, scan, and communicate with to the various customer groups. And then you realize you're in a start up--there's only 4 engineers, 1 marketing guy, and the finance and product guy are both you. You only have 1 product and you have the option to twist the truth to your customers or just go bankrupt that year. Maybe you're in a bigger company? You have 500-600 engineers/scientists, your marketing team is global. Even tiny questions like "Do our customers like red pointy things" have about 200-300 different answers depending on region, country, social groups, and income groups. And with so many different plates spinning in the air at once the moment one customer group is happy you don't dare to change the math on them and just keep them happy while you're trying to figure out the other 199-299 other customer groups. But it doesn't actually matter what scale we are talking about--because it all boils down to the same thing every single time. What do we have to sell? How many can we make? What do people want? And can we convince the people that what we have to sell is close enough to what they want? | ||
L_Master
United States8017 Posts
On December 21 2015 19:03 Sero wrote: There's no American players like that, and I can only think of Trutacz reaching B. I haven't heard of any foreigner reaching A on Fish. Overall play is better now, but not the top tier of players. I dunno, I think there might be a couple exceptions, namely IdrA, that could be better than guys like Trutacz and Sziky are today. Possible Nony /Mondragon could be at the level of Sziky/Trutacz. Everyone else from 2009 would certainly get wrecked by the top guys now. | ||
Cele
Germany4016 Posts
On December 22 2015 06:39 L_Master wrote: Show nested quote + On December 21 2015 19:03 Sero wrote: There's no American players like that, and I can only think of Trutacz reaching B. I haven't heard of any foreigner reaching A on Fish. Overall play is better now, but not the top tier of players. I dunno, I think there might be a couple exceptions, namely IdrA, that could be better than guys like Trutacz and Sziky are today. Possible Nony /Mondragon could be at the level of Sziky/Trutacz. Everyone else from 2009 would certainly get wrecked by the top guys now. i think all of these would be better and Idra the least impressive of them, since he is basically overrated ![]() | ||
Naracs_Duc
746 Posts
On December 22 2015 09:14 Cele wrote: Show nested quote + On December 22 2015 06:39 L_Master wrote: On December 21 2015 19:03 Sero wrote: There's no American players like that, and I can only think of Trutacz reaching B. I haven't heard of any foreigner reaching A on Fish. Overall play is better now, but not the top tier of players. I dunno, I think there might be a couple exceptions, namely IdrA, that could be better than guys like Trutacz and Sziky are today. Possible Nony /Mondragon could be at the level of Sziky/Trutacz. Everyone else from 2009 would certainly get wrecked by the top guys now. i think all of these would be better and Idra the least impressive of them, since he is basically overrated ![]() Shots fired, is there a burn unit nearby? | ||
Jealous
10105 Posts
On December 22 2015 09:14 Cele wrote: Show nested quote + On December 22 2015 06:39 L_Master wrote: On December 21 2015 19:03 Sero wrote: There's no American players like that, and I can only think of Trutacz reaching B. I haven't heard of any foreigner reaching A on Fish. Overall play is better now, but not the top tier of players. I dunno, I think there might be a couple exceptions, namely IdrA, that could be better than guys like Trutacz and Sziky are today. Possible Nony /Mondragon could be at the level of Sziky/Trutacz. Everyone else from 2009 would certainly get wrecked by the top guys now. i think all of these would be better and Idra the least impressive of them, since he is basically overrated ![]() F91 agrees. | ||
L_Master
United States8017 Posts
On December 22 2015 09:14 Cele wrote: Show nested quote + On December 22 2015 06:39 L_Master wrote: On December 21 2015 19:03 Sero wrote: There's no American players like that, and I can only think of Trutacz reaching B. I haven't heard of any foreigner reaching A on Fish. Overall play is better now, but not the top tier of players. I dunno, I think there might be a couple exceptions, namely IdrA, that could be better than guys like Trutacz and Sziky are today. Possible Nony /Mondragon could be at the level of Sziky/Trutacz. Everyone else from 2009 would certainly get wrecked by the top guys now. i think all of these would be better and Idra the least impressive of them, since he is basically overrated ![]() His stats in foreign scene were exceptionally good, and he played at solid B-team level, better at times. I'm sure guys at that level of say an Ample or Larva, or whoever that were B teamers easily would win against guys like Sziky and Trutacz. Same applies to IdrA, as he played at that level. His absolute skill was much higher than any other foreigner. I would not call IdrA overrated, but it would be fair to call him two-faced. The thing that hurt IdrA was that his mindset wasn't there in certain situations. He was vastly more skilled than anyone else when he was focused/chilled, but as soon as you got him out of rhythm or on tilt he would make mistakes and play well below the level of his standard play. | ||
Jealous
10105 Posts
On December 22 2015 13:29 L_Master wrote: Show nested quote + On December 22 2015 09:14 Cele wrote: On December 22 2015 06:39 L_Master wrote: On December 21 2015 19:03 Sero wrote: There's no American players like that, and I can only think of Trutacz reaching B. I haven't heard of any foreigner reaching A on Fish. Overall play is better now, but not the top tier of players. I dunno, I think there might be a couple exceptions, namely IdrA, that could be better than guys like Trutacz and Sziky are today. Possible Nony /Mondragon could be at the level of Sziky/Trutacz. Everyone else from 2009 would certainly get wrecked by the top guys now. i think all of these would be better and Idra the least impressive of them, since he is basically overrated ![]() His stats in foreign scene were exceptionally good, and he played at solid B-team level, better at times. I'm sure guys at that level of say an Ample or Larva, or whoever that were B teamers easily would win against guys like Sziky and Trutacz. Same applies to IdrA, as he played at that level. His absolute skill was much higher than any other foreigner. I would not call IdrA overrated, but it would be fair to call him two-faced. The thing that hurt IdrA was that his mindset wasn't there in certain situations. He was vastly more skilled than anyone else when he was focused/chilled, but as soon as you got him out of rhythm or on tilt he would make mistakes and play well below the level of his standard play. I was going to say "How about F91 tho" and then I read your second paragraph. I think another aspect of this is that IdrA played as a practice partner, rehearsing the most standard strategies over and over, and therefore became closed-minded to more varied strategies. | ||
Cele
Germany4016 Posts
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chrisolo
Germany2606 Posts
On December 22 2015 14:24 Cele wrote: well, i didnt see the B-teamer level in him tbh, never did. Idra was good in his time, but not an outstanding foreigner. He lack's the results and the win's against korean Pro's in regular tournaments, that many top foreigners have in their TLPD. I mean he had 1 televised match to ![]() http://www.teamliquid.net/tlpd/international/games/38613_IdrA_vs_YellOw http://www.teamliquid.net/tlpd/international/games/38614_IdrA_vs_YellOw and talking about his Foreigner "career", he was 148-81 (64.63%), which is slightly better than Mondragon (115-70 (62.16%)) and much better than Nony (47-33 (58.75%)). While Mondragon beat sAviOr at a WCG, it was only in groupstage and in the end saViOr did not even beat PJ at that tournament. While I still think Mondragon was better (Germany fuck yea!), you cannot really prove it by looking at the stats. Though, Mondragon has had 15 title wins according to his liquipedia and won 28,552.52 Dollar (http://www.esportsearnings.com/players/1269-mondragon-christoph-semke) with them. IdrA on the other hand, "only" won 11 tournaments and earned 10,218.58 Dollar with them (http://www.esportsearnings.com/players/1060-idra-greg-fields). But only looking at 2009 and 2010 performances, I would say IdrA was definitely the most skilled player, but this is just my oppinion. | ||
NarutO
Germany18839 Posts
He was truly incredible but his attitude led to him quitting. | ||
Pulimuli
Sweden2766 Posts
On December 22 2015 06:39 L_Master wrote: Show nested quote + On December 21 2015 19:03 Sero wrote: There's no American players like that, and I can only think of Trutacz reaching B. I haven't heard of any foreigner reaching A on Fish. Overall play is better now, but not the top tier of players. I dunno, I think there might be a couple exceptions, namely IdrA, that could be better than guys like Trutacz and Sziky are today. Possible Nony /Mondragon could be at the level of Sziky/Trutacz. Everyone else from 2009 would certainly get wrecked by the top guys now. Pretty sure Idra,Nony,Draco(in his prime),White-Ra,Ret,F91 were better than they are now Also Lx and PJ | ||
TT1
Canada9990 Posts
On December 22 2015 23:20 Pulimuli wrote: Show nested quote + On December 22 2015 06:39 L_Master wrote: On December 21 2015 19:03 Sero wrote: There's no American players like that, and I can only think of Trutacz reaching B. I haven't heard of any foreigner reaching A on Fish. Overall play is better now, but not the top tier of players. I dunno, I think there might be a couple exceptions, namely IdrA, that could be better than guys like Trutacz and Sziky are today. Possible Nony /Mondragon could be at the level of Sziky/Trutacz. Everyone else from 2009 would certainly get wrecked by the top guys now. Pretty sure Idra,Nony,Draco(in his prime),White-Ra,Ret,F91 were better than they are now Also Lx and PJ Sziky was already one of the better players in 2009 even tho he wasnt super well known, i doubt he'd lose to the 2009 versions of Nony and Mondi (in a bo5 or bo7 of course). I dunno much about Trutacz but i dont think he's close to Sziky's lvl (from the games i played against him a year ago), i played Fish for ~1-2 months when i came back for the BW reunion tourney and hit C rank (albeit just barely, i had a 1-2 game cushion then dropped back down to D).. if the top players came back and started practicing seriously alot of them would hit B rank quite easily, getting to A rank would obviously be a challenge tho. A rank on fish is like A+ lvl on iccup, B rank is high A-/A rank lvl (and im talking about 2009/2010 iccup rankings, if you were to play vs koreans mostly). edit: and yes Draco was by far the most talented foreigner (excluding the early progamers like Elky and Grrrr...) in BW, guys like Mondi/Sen/Nony/Ret had a good mix of commitment and talent (i mean Ret would retire alot and come back but when did practice he went all out, he was one of the more talented foreigners aswell). IdrA wasnt super talented but he had the most dedication out of everyone, all in all he was the highest skilled foreign BW player because of his training in korea. | ||
TT1
Canada9990 Posts
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TT1
Canada9990 Posts
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BoX
United States214 Posts
On December 22 2015 02:53 Naracs_Duc wrote: Show nested quote + On December 22 2015 02:28 iloveav wrote: On December 22 2015 02:20 Naracs_Duc wrote: On December 22 2015 01:20 Miragee wrote: On December 21 2015 13:15 Thieving Magpie wrote: On December 20 2015 06:56 B-royal wrote: Really? I think it's just a matter of listening to the wrong people then. There's been plenty of EXCELLENT advice regarding Sc2 such as Lalush' depth of micro or some of the economy analysis threads.. Let me put it this way. 80% of your paying customers asks for item A 10% asks for item B 5% asks for item C 30 random guys in a Broodwar website asks for item D Lalush asks for item E Which one would the CEO listen to? If you want to go by that logic why aren't companies asking the consumers exactly how the game should look like? Because there are certainly more consumers than there are programmers/CEOs/designers that have a different opinion on what it's best for the game. Sounds like what's best for the game always depends on what the majority of people thinks is best and not what people with superior knowledge think is best. If you ask me, he should probably listen to that one person, assuming what he says makes sense. The large majority that cries for something else without deeper understanding what is really wrong will later on realise that they got what the wanted in a better way. That being said, this depends of what they try to implement. If they want to implement new skins to sell for $$$ the CEO should surely listen to the majority. Here's how the Product cycle works in broad strokes. The PM goes to R&D and sees what they have The PM goes to Marketing and sees what is popular The PM goes to finance and sees what is affordable A concept is birthed from those stats. That concept is then tested both internally and externally--changes get made based on both internal and external testing. Product gets sent to Design to look pretty, gets sent back to Product to be given a name, brand, etc.. Product is released. THEN Customer Suggestions gets put into play. EXAMPLE: Engineer: "I have sharp pointy thing" Marketing: "People like stabbing things with pointy things" Finance: "We can make only this many pointy things" Test: "We stabbed many things with pointy thing, pointy thing did not break" Design: "Here's the pointy thing in red" Company: "Here's our Red Pointy Thing!" Customer Opinions: "Can we have the pointy thing in blue?" Expert Opinion: "I wish it had a handle..." Company: "New Blue Pointy Thing!" Not really: the life cycle of a product is far longer and in most cases it has many diverging paths. I studied marketing and markets for 3 months and I could probably write around 4-5 pages about a products life cycle (but who wants to do that much work, right?) and im quite sure that those who studied for years can do even a better job. In reality, the hardest part of any product is to identify a need in the market and its spread. You don't seem to understand what you're studying then. As each of those steps I'm talking about takes years. PM asks Engineering/Science: "What do you have?" Sci/Eng: "Um... we got about 6 different almost finished, 4 different failures, 15 different ones we haven't started, 10 different ones we started but I am not sure who is working on it. Which one do you want to know about? I'm not counting the 20 or so unfinished stuff from people who left the company that we haven't gotten rid of or the 20 others that are still under review with legal. Ask Marketing which one we should work on." PM Goes to Marketing: "What do the people want?" Marketing: "Which industry? Group? Cost Point? Location? Product type? etc... Ask Finance how big a release we are talking about." PM Goes to Finance: "What can we afford?" Finance: "Um... It depends--what are we making? Ask Sci/Eng what they have and I can tell you how much it costs." This then goes round and round for months or years for each product. Academic comments like "identifying a need in the market and its spread" is kind of useless since no matter what the need--you are still stuck with the products your sci/eng team are payed to research, develop, and finish. If you find out the public wants red cars, but your science team had spent the last 2 years developing a blue plane--then you are going to sell blue fucking planes because that's what you have. If you want to have a selection of products to offer then you're going to have to expand your development team wide enough to be working on a bunch of different projects, all of them in different states of completion, all of them sucking the budget from all your other teams. The wider your breadth of capabilities, the more resources your marketing team needs to be able to survey, scan, and communicate with to the various customer groups. And then you realize you're in a start up--there's only 4 engineers, 1 marketing guy, and the finance and product guy are both you. You only have 1 product and you have the option to twist the truth to your customers or just go bankrupt that year. Maybe you're in a bigger company? You have 500-600 engineers/scientists, your marketing team is global. Even tiny questions like "Do our customers like red pointy things" have about 200-300 different answers depending on region, country, social groups, and income groups. And with so many different plates spinning in the air at once the moment one customer group is happy you don't dare to change the math on them and just keep them happy while you're trying to figure out the other 199-299 other customer groups. But it doesn't actually matter what scale we are talking about--because it all boils down to the same thing every single time. What do we have to sell? How many can we make? What do people want? And can we convince the people that what we have to sell is close enough to what they want? Honestly, if this was 6 months ago then I might've forgotten this post immediately after reading it. BUT, after dealing with all different kinds of this particular variant of shit (in the middle of a medium-sized company that designs and builds specialized servers), this has somehow become absolutely hilarious to me. Particularly this gem that HAS to have come from personal experience: On December whatever, Naracs_Duc wrote:If you find out the public wants red cars, but your science team had spent the last 2 years developing a blue plane--then you are going to sell blue fucking planes because that's what you have. | ||
arb
Noobville17920 Posts
On December 22 2015 09:14 Cele wrote: Show nested quote + On December 22 2015 06:39 L_Master wrote: On December 21 2015 19:03 Sero wrote: There's no American players like that, and I can only think of Trutacz reaching B. I haven't heard of any foreigner reaching A on Fish. Overall play is better now, but not the top tier of players. I dunno, I think there might be a couple exceptions, namely IdrA, that could be better than guys like Trutacz and Sziky are today. Possible Nony /Mondragon could be at the level of Sziky/Trutacz. Everyone else from 2009 would certainly get wrecked by the top guys now. i think all of these would be better and Idra the least impressive of them, since he is basically overrated ![]() idra was a lot of things but overrated wasnt one of them | ||
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Harem
United States11390 Posts
On December 22 2015 09:14 Cele wrote: Show nested quote + On December 22 2015 06:39 L_Master wrote: On December 21 2015 19:03 Sero wrote: There's no American players like that, and I can only think of Trutacz reaching B. I haven't heard of any foreigner reaching A on Fish. Overall play is better now, but not the top tier of players. I dunno, I think there might be a couple exceptions, namely IdrA, that could be better than guys like Trutacz and Sziky are today. Possible Nony /Mondragon could be at the level of Sziky/Trutacz. Everyone else from 2009 would certainly get wrecked by the top guys now. i think all of these would be better and Idra the least impressive of them, since he is basically overrated ![]() http://www.teamliquid.net/blogs/98695-idras-recent-record wow so overrated | ||
iloveav
Poland1478 Posts
I think Im getting a bit side tracked from the core topic here :D. | ||
Thaniri
1264 Posts
On December 18 2015 19:03 ProMeTheus112 wrote: I think people who come to BW for the first time should first play some 3v3 and make BW friends ^_^ that's how I started! getting straight into ICCup 1v1 is pretty brutal... even for a SC2 player unless you are Diamond/Master. It's too hard. Or, pick your opponents / go to D-. Or endure and get better but yeah you might not enjoy it too much at first. Well should keep in mind "D" is not really "D". Think of D as "Diamond" ![]() personally I think it's a real problem for newcomers or people who are actually D level on Iccup, isn't it? it's the uncomfortable skill level to be at I remember my friend who had quite a bit of BW experience, about 1000 games of 1v1 (on bnet + Iccup), he only reached D+ and that's not for lack of trying to get C- you just need a lot of experience and most importantly skill to play at D/D+ level on ICCup. I'm masters SC2 and I don't think BW is that great. If I was 14 I might have fallen in love with the game just as much as I loved SC2 when I was a teen. I have beaten some D/D+ players without ever watching a full BW vod and using liquipedia for build orders that were likely 5 years out of date. Here are my two gripes with BW:
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Probemicro
3708 Posts
pretty rich coming from a fan of a game where 2 literal dancing balls clash together , look at all that lazors and free units, coolllll very thrilling for you yes? yeah everyone likes easy games, it sells, people know that ages ago. in current FPS you even have tutorials where they teach how to press "w" to move forward, "s" to backwards, wowwww how could gamers have not done with this in the past...no one to handhold them in the past, boohoo so they must live a terrible live back then also frustrated gamers can just buy MTX/DLC with $$$ to feel exclusive or to save time, wowww you can get high scores/levels without putting in effort!! great gaming, great design! even though its obvious you are ignorant with the intricacies of BW, thanks for your insightful post nevertheless. | ||
Thaniri
1264 Posts
Attacking me for being an sc2 fangay helps no-one. | ||
Probemicro
3708 Posts
besides like i said game developers have pretty much make games these days as easy and accessible as can be, and the gamers lap them up happily. You will never see games of the likes of Brood War being successful on the market again in this sort of industry, thats nice isn't it? about intricacies, the main reason why people are so wowed by BW is because of the insane mechanical skill required to pull off feats at the highest level. I think anyone that actually played BW extensively for a decent amount of time (not someone who just copied 2fact all-in from liquipedia and just use that all the way to C, which i think you did) will be able to appreciate the kind of skill/timing/moves, at every point of the game, needed to excel at the highest level. Players will adopt different strategies for different maps, there are feats of micro/macro that not any random amateur can also do as well. in sc2 theres hardly any difference between reaper micro of a diamond/master and that of a pro. in BW there are outliers that simply outclasses even their professional peers, Flash/JD/Bisu are basically the equivalent of messi/CR7 of BW. All i see in sc2 is just accumulate blob, blobs fight each other, large blob wins, person with large blob therefore wins. game is mechanically easier so skill ceiling is lower, one day a Korean wins code S and be top of the world, next month he crashes out of code A like a noob, no real legends to speak of because game is too volatile. anyone can win anyone on a good day. I actually find it ok to play with, just that game is boring as hell to watch. In korea it is said that only gamblers and people who support the old Kespa pros still watch sc2 also labelling yourself as sc2 "fangay" (is that another new childish meme) helps no-one either. | ||
Thaniri
1264 Posts
WYSISWYG is not just a term for programming, but also for game design. People should understand what is happening immediately after having seen it. Back to the football analogy, when Messi runs through 4 opponents and keeps running at near top speed while having had two attempted tackles and then score a goal is incredible to see. When I played broodwar, I get bothered by trying to micro my marines vs fast zealot + dragoon pressure against my 1 rax expand because it's difficult to tell when I can cancel a zealots attack animation, when the zealots actual damage is actually applied, how long it takes my marine to move given whether or not he has just stopped moving or shooting, and he probably hates that his zealots refuse to chase my marines where he clicks them to go, and his dragoons do a weird diagonal pathing even for straight walks. There is a tabletop game called Warhammer that stressed WYISWYG. If you saw a particular unit on a field with whatever weapon glued onto it, you could be able to predict how that unit will interact with other pieces on the board. Now, saying that I don't appreciate the skill/timing/moves of BW is something I'll agree with. I'll go ahead and say that you probably don't either. Games and sports follow an exponential graph of skill vs player population. The top players are orders of magnitudes better than the players even one "rank" below them, and those players are in turn immensely better than those an additional "rank" below them. Unless you're playing at A+ you know nothing of the game. And if you're playing at A+ you've just gotten to the point where you realize just how bad you are at the game. This extends to all games and sports. Regardless of how interesting or not they are. | ||
arb
Noobville17920 Posts
On December 24 2015 16:32 Thaniri wrote: Saying fangay is me being playful because of inconsistent moderation on this forum, nothing to do with this thread really. It's also amusing because you continue to attack me as a person and not what I'm saying, so I like the term here. WYSISWYG is not just a term for programming, but also for game design. People should understand what is happening immediately after having seen it. Back to the football analogy, when Messi runs through 4 opponents and keeps running at near top speed while having had two attempted tackles and then score a goal is incredible to see. When I played broodwar, I get bothered by trying to micro my marines vs fast zealot + dragoon pressure against my 1 rax expand because it's difficult to tell when I can cancel a zealots attack animation, when the zealots actual damage is actually applied, how long it takes my marine to move given whether or not he has just stopped moving or shooting, and he probably hates that his zealots refuse to chase my marines where he clicks them to go, and his dragoons do a weird diagonal pathing even for straight walks. There is a tabletop game called Warhammer that stressed WYISWYG. If you saw a particular unit on a field with whatever weapon glued onto it, you could be able to predict how that unit will interact with other pieces on the board. Now, saying that I don't appreciate the skill/timing/moves of BW is something I'll agree with. I'll go ahead and say that you probably don't either. Games and sports follow an exponential graph of skill vs player population. The top players are orders of magnitudes better than the players even one "rank" below them, and those players are in turn immensely better than those an additional "rank" below them. Unless you're playing at A+ you know nothing of the game. And if you're playing at A+ you've just gotten to the point where you realize just how bad you are at the game. This extends to all games and sports. Regardless of how interesting or not they are. you got frustrated your marines cant shoot without them even finishing their animation like in sc2? sounds like typical "im d- in bw but master in sc2 let me cry about broodwar being more difficult waaah waaah" | ||
Probemicro
3708 Posts
By your logic of appreciation then nobody can appreciate what a master in some field does. Nobody knows everything! I already said people are so wowed by BW is because of the insane mechanical skill required to pull off feats at the highest level. When "Messi runs through 4 opponents and keeps running at near top speed while having had two attempted tackles and then score a goal is incredible to see", you think its incredible. THIS IS YOUR QUOTE You kick a ball maybe know how to dribble some cones, but you can never imagine how he does that. so if say people watch a game of BW Flash vs Jaedong and see how Jaedong simultaneously microed 2 control groups of Muta yet maintaining his macro and utterly toss Flash around like a noob, do BW fans not have the right to think thats incredible? I practice muta micro i think its not that easy to do to a decent terran, i can never imagine how Jaedong does that. I am sure people who have practiced or played zerg before would be absolutely wowed by that performance and appreciate the level of play Jaedong has performed. They may not fully understand it but everyone will know that they have definitely seen the pinnacle of high level play. And even then some have done muta micro extensively they will definitely have a sense of the difficulties and skill needed for Jaedong's play and applaud him. Thats not appreciation? | ||
Thaniri
1264 Posts
Dodging my complaints doesn't make them go away. edit: Unless I looked it up, I wouldn't know that Jaedong hotkeyed an overlord to his muta control group in order to stack them. I only need a pair of eyes to see a sportsman pull off an impressive feat. This is what I mean by intuition. The only video game genre that I think achieves this is FPS. | ||
Probemicro
3708 Posts
On December 24 2015 17:06 Thaniri wrote: arb, Why don't you go take up gladiator fighting if you want a challenge? It's probably harder than bw. Dodging my complaints doesn't make them go away. edit: Unless I looked it up, I wouldn't know that Jaedong hotkeyed an overlord to his muta control group in order to stack them. I only need a pair of eyes to see a sportsman pull off an impressive feat. This is what I mean by intuition. The only video game genre that I think achieves this is FPS. Oh wow good, guess you must be qualified to be a professional football scout then. Maybe barcelona will hire you someday keke. | ||
Thaniri
1264 Posts
| ||
Jealous
10105 Posts
On December 24 2015 16:32 Thaniri wrote: When I played broodwar, I get bothered by trying to micro my marines vs fast zealot + dragoon pressure against my 1 rax expand because it's difficult to tell when I can cancel a zealots attack animation, when the zealots actual damage is actually applied, how long it takes my marine to move given whether or not he has just stopped moving or shooting, and he probably hates that his zealots refuse to chase my marines where he clicks them to go, and his dragoons do a weird diagonal pathing even for straight walks. The solution to this is simply "get good." You go to TeamLiquid, ask for help. Likely, your question has been asked 23 times already and you didn't use the search function, so someone will make you feel bad for being bad at search and being bad at the game, but they will provide you with a reference thread, VOD, or Liquipedia post. Now the ball is in your court. You learn that yes, Marine micro is fucking hard. Yes, he actually has to pop off a few rounds before he swaggers backwards and he isn't skating on ice and without stim packs he isn't exactly Quickdraw McGraw. He also can't fluidly bump his Marine buddies out of the way. But you saw Flash execute the necessary Marine vs. Zealot micro so cleanly vs. Bisu in this game. What has Flash got that you don't have? You guys both have two eyes and ten fingers, I'm assuming. What he has that you don't have is practice. So what you do is you grind a couple dozen games of Rax FE on ICCup vs. other D- noobs and you keep practicing that Marine micro until they don't look like they are drooling on their bib at the assisted living facility. What you DON'T do is complain about some ridiculous concept with an unwieldy acronym in a fashion that doesn't even make sense. What you see is what you get: You see a Marine, a 50 resource tier 1 dude with relatively low HP and damage but with a variety of upgrades that can make him stronger. Oh, you don't feel like getting those upgrades and feel like having four-six of them is enough to hold off meaty-ass Zealots and tier 1.5 Dragoons with upgrades? You're an idiot trying to get more than what you see. Maybe you should go for a safer build. Not every Terran can micro Marines well enough or even be on top of their Bunker repair adequately to justify their use of Rax FE. Maybe you should practice more, or choose a different build until your mechanics rise to par. You see a Marine who has a corporeal presence on the map that cannot be violated by other landlocked units other than stacked workers, and who stands on firm ground with spaceman boots that have traction and don't behave like ice cubes on a hockey rink. Oh, you expect that a unit should push all of his neighbors ergonomically out of the way like spreading hot butter on a frying pan? That is straight up absurd and has absolutely no application to "What you see is what you get." It's SC2 that butchers this concept by creating the illusion that friction doesn't exist. TL;DR Stop crying, practice more, get better, laugh at the minor qualms you had as a D- rank noobie when you realize that you lost your C rank match because your Turret timing was 5 seconds off. On December 24 2015 16:32 Thaniri wrote: Now, saying that I don't appreciate the skill/timing/moves of BW is something I'll agree with. I'll go ahead and say that you probably don't either. Games and sports follow an exponential graph of skill vs player population. The top players are orders of magnitudes better than the players even one "rank" below them, and those players are in turn immensely better than those an additional "rank" below them. Unless you're playing at A+ you know nothing of the game. And if you're playing at A+ you've just gotten to the point where you realize just how bad you are at the game. This extends to all games and sports. Regardless of how interesting or not they are. This is also simply untrue. We may not appreciate 100% of everything that goes on, but it's not an all-or-nothing situation like you try to make it seem by saying "Unless you're playing at A+ you know nothing of the game." Proof: I am watching Flash play. Flash sees that Bisu made a Gateway in the middle of the map. Flash decides to make a second Barracks. However, he wants to hide this fact from Bisu, because information is power in a strategy game. BAM. I know something about the game. But, I know you were utilizing hyperbole, so I'll go on to the following... Proof: Korean commentators understand in-depth shit that many people don't know. However, they are not A+ on ICCup (going by the old ladder system, at least), and probably wouldn't be even close (with the obvious exception of players like Shark who commentated shortly after their retirement). They don't have to be A+ to know useful things about the game. Proof: Anyone who has tried to emulate a pro's build order only to find themselves 15 seconds behind and a few SCV/Marines behind at the 5:00 mark should have an appreciation of the skill/timing of BW. Anyone who has seen a pro gamer pull off a ridiculous micro feat can appreciate the moves of BW. Anyone who has seen a pro gamer play can appreciate the moves of BW. Anyone can appreciate BW. Just because I don't know the implications of Flash seeing that Protoss range is delayed by 10 seconds, which I probably wouldn't notice anyway, and therefore wouldn't know why Flash opted to not push out with his FD (because he suspects there may be proxy gates, I'd guess), I can still appreciate the fact that three minutes later he isn't dead and has made the right decision. Because he is still alive he continues to display skill far above anything I can achieve, sometimes far above anything I can understand, but not always something above what I can SEE. I SEE Flash hold this all-in. I SEE Flash move that Vulture around his third to lay mines behind the retreating Protoss Dragoons. Final Proof: You think all those screaming fangirls in the VODs are faking, or... Or are they really all A+ ICCup? I mean it is Korea, you might be right by assuming the latter, but statistically I find it hard to believe that every girl who screamed in a tense situation in a pro game is A+. Clearly they appreciate the game without being A+ and without needing to understand it at a pro gamer level. TL;DR You're wrong. I tried to not attack you as a person/be overly sarcastic but it's hard because of the above fact and the fact that you seem so oblivious to it. | ||
Thaniri
1264 Posts
I still think though that the average viewer can't even remotely comprehend what a progamer is doing. As such, the argument of appreciating higher skill diminishes until it's essentially zero. It's like "terrible terrible damage", everyone can understand it and it's easy, but very few people can understand the extremely minute scouting details where flashes barracks is one hex left of where it should be and that means X is coming. That exists in SC2 as well. The game becomes interesting where you have two people interacting with each other, and not with strange bugs in the case of BW or prepackaged animations and pixel vomit in SC2. SC2 build orders are also difficult to follow. If you don't believe me, then go ladder until grandmaster and notice people STILL mess up their build orders. Perhaps BW players are just a superior race. I won't git gud however because I just don't have an emotional investment into BW and would rather have a game that is easy to learn and hard to master. That in of itself is what makes a game engaging to me. On both ends of that particular argument is a slippery slope. If you tell me to go play farmville like the filthy casual I am, I'll tell you to go into a blood sport to have both extremes. It was nice to read a post that is well articulated after the pure shit that came before it. | ||
Jealous
10105 Posts
On December 24 2015 17:06 Thaniri wrote: Dodging my complaints doesn't make them go away. Not addressing them doesn't make them any less of a whiny baby routine. I'm willing to bet that every player who has touched this game has had trouble Marine microing at some point. People practice, get over it, get good, win games, go pro, OR they go on forums and cry about it. I'm willing to bet that every student who has attended college has had trouble with one concept at some point. People study, ask questions, gain understanding, ace the test, get the credits, graduate, OR they drop out and cry about it. I'm willing to bet that every soldier who has served in the military has had trouble with one physical challenge at some point. Soldiers train, persevere, draw strength from their platoon, become officers, OR they go AWOL like a pussy. I think you see where I'm going with this. Life isn't served on a silver platter, and the mentality that expects this in gaming is why SC2 has deathballs that can be moved around the map with no hassle, macrod up with very little effort, that smart-cast and smart-target, why Farmville makes bank, and why my mom plays Bejewelled on her Amazon Fire or whatever it's called. Because people like to feel good, and they feel good when they think they are good, and they think they are good when they are rewarded. Normally you have to work hard to get rewarded, but game companies realized that it's much more profitable to create a positive feedback loop by giving rewards for little-to-no effort instead of making people actually work for it. Like achievements in X-Box. Fuck, I should get $10 and a card every time I wake up before 9 am. I want it to pop up on my laptop with the PayPal transaction, "You have just earned 10 DOLLAR POINTS for waking up before 9 am! Do this FOUR more times this week to LEVEL UP your RESPONSIBILITY level!" | ||
Thaniri
1264 Posts
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Jealous
10105 Posts
On December 24 2015 17:44 Thaniri wrote: Thanks Jealously. I still think though that the average viewer can't even remotely comprehend what a progamer is doing. As such, the argument of appreciating higher skill diminishes until it's essentially zero. It's like "terrible terrible damage", everyone can understand it and it's easy, but very few people can understand the extremely minute scouting details where flashes barracks is one hex left of where it should be and that means X is coming. That exists in SC2 as well. The game becomes interesting where you have two people interacting with each other, and not with strange bugs in the case of BW or prepackaged animations and pixel vomit in SC2. SC2 build orders are also difficult to follow. If you don't believe me, then go ladder until grandmaster and notice people STILL mess up their build orders. Perhaps BW players are just a superior race. I won't git gud however because I just don't have an emotional investment into BW and would rather have a game that is easy to learn and hard to master. That in of itself is what makes a game engaging to me. On both ends of that particular argument is a slippery slope. If you tell me to go play farmville like the filthy casual I am, I'll tell you to go into a blood sport to have both extremes. It was nice to read a post that is well articulated after the pure shit that came before it. Alright let's set a few ground rules. This hypothetical average person has to not be a total retard, ok? He is not a caveman who has never seen a computer screen, an autistic person with no understanding of the human motivation to win, etc. Given that premise, can you really tell me that the average person, even if they had never played Brood War before, or even SEEN Brood War before, won't understand this: Here is my attempt at unbiased watching: 1. Ok people talking, things moving around. 2. Ok, things moving towards each other, voices getting a little more amped now. 3. OKAY BLUE/WHITE LIGHTNING LOOKING STUFF IS COVERING A LOT OF THAT ONE BLOB. 4. GIRLS AND COMMENTATORS ARE SCREAMING LIKE CRAZY WTF? 5. Wow, a lot of that first blob's stuff is disappearing. Oh, I get it, they are fighting. That lightning stuff must be killing them. 6. These units are making sounds like they are shooting a cannon. They look kinda like Tanks, but I'm not too sure. 7. Man, at the end of all that, both blobs are pretty much gone! That was cool! If I had watched that game for a few minutes more, I'd realize that the red blob regrows much faster than the white blob. I'm going to guess that both of these players are making their blobs as big as possible, because clearly blobs are important here. I guess that means that that fight was crucial. I think I just comprehended what the progamer is doing. There's one thing I think you're forgetting/unaware of, it's the fact that at one point StarCraft was a hobby for a big demographic in South Korea. People would go on playdates at NetCafes to play StarCraft, and they were probably terrible at it. There were 3 channels dedicated to StarCraft, and people's GRANDMAS would be watching it. They were probably watching it because they could understand something about it, don't you agree? Of course, it helps that the commentators are explaining things here and there, but that's just like us having English commentators and English forums like these. The point I'm driving at is that people DO understand what is going on, at least on the most fundamental of levels. With more time invested in the game, your understanding deepens and so does your appreciation. But at the surface level, it IS "terrible terrible damage." There just has to be a lot under it to keep you going beyond that. For the record, I never said SC2 was easy. I've played it before and it is still a challenging game that is impossible to play perfectly. If it wasn't, then everyone would be progamer caliber. As is, even the top foreigners get chumped by Koreans all the time, so bad that they are splitting WCS tournaments for them or something? Just wanted to clarify that. But, we aren't talking about SC2. I mentioned it briefly above only to point out how it was also not in accordance your WYSIWYG requirement, and how BW is probably even closer to it than SC2 is. Addendum to that point, by the way: Dragoons are reincarnated souls trapped inside a goo-filled spider. Where in that description do you see the description of grace and elegance? I'm not surprised they are clumsy as fuck. Zealots are wearing that heavy-ass armor, that shit probably wears them out. Goliaths are fat Mechwarriors with reverse-knee bipedal motion trying to go up dirt ramps that are barely 1.5x their width, I'm not surprised their machine operators get confused or trip up. What DOES surprise me is that when you send the command to 100 Marines and Marauders to move to a certain location they all respond, rotate, and move simultaneously while efficiently converging as perfectly as possible on that location while slipping and sliding with their friction-less boots that only have friction when they are using them to propel themselves. And when it's time to kill something, but you done fucked up and that something got too close to you, you can stop shooting mid-bullet turn 180 degrees and be at full retreat speed in a millisecond, only to then turn around 180 and fire 1 bullet out of a machine gun in .1 seconds. That's that shit that doesn't make sense to me, being a human being and having experienced physics and friction and all. | ||
Jealous
10105 Posts
On December 24 2015 17:52 Thaniri wrote: You've won Jealous. I wasn't crying about it though, rather answering the threads question. I don't play BW, I was never involved in the scene. I tried it, wasn't engaged by it to learn it, and dropped it. I have hobbies that others would do the same to. Perhaps it comes down to just accepting people have other interests. I understand bw a lot better because of you. True. Different strokes for different folks. It'd be interesting to read some studies on why some people get hooked by one thing and others are turned off by it, for something like StarCraft. After having seen many testimonials on TeamLiquid, I have gotten the impression that many people out there played StarCraft when it first came out/when they were kids, and then they let it drop. Then someone referred them to a Boxer micro video, or they met someone really good online/in real life, and thus realized the sick things that they could potentially do. I look at a Boxer video and I think to myself "DAMN that looks awesome! It looks damn hard too, but I want to try it!" I'm sure a lot of other people agree, yet others are like "DAMN that looks like it would take forever to learn, fuck that." I have had that reaction to some stuff in life too. Glad to hear that I somehow managed to convey something to you, it's a rare occurrence on the internet! Cheers. | ||
B-royal
Belgium1330 Posts
- When playing a game like civilization, there's plenty of things that are going on of which you have no knowledge. You have to actually think about your strategy and try to come up with a plan based on limited information. - Games that are too straightforward are by definition less complex and thus less sustainable. There's mechanisms in civilization that took years for people to figure out. Getting good at the game is a journey, the way it's supposed to be. - When games are too straight forward, there's just less potential for players to become good. | ||
Jealous
10105 Posts
On December 24 2015 18:19 B-royal wrote: What you see is what you get doesn't sound like a good philosophy for most type of games. - When playing a game like civilization, there's plenty of things that are going on of which you have no knowledge. You have to actually think about your strategy and try to come up with a plan based on limited information. - Games that are too straightforward are by definition less complex and thus less sustainable. There's mechanisms in civilization that took years for people to figure out. Getting good at the game is a journey, the way it's supposed to be. - When games are too straight forward, there's less potential for players to become good. Maybe I'm misunderstanding the concept, but how does this not fall under "what you see is what you get?" If we can bring it back to BW with a relevant example, Zerg players thought for a while that going 1 base 1 Hatch play for like 8 minutes was a solid strategy. Nowadays we know that is absolutely retarded unless you are cheesing hard, but we are still using the same Hatchery and the same tech that we had back then*, but we realized that Zerg can get away with making a second Hatchery pretty damn early in the game most of the time unless THEY aren't being cheesed. This is just a development in skill and understanding of the tools given to us by the game, tools that have been unchanged, just like in your Civ example. What you see is what you get: those 1 Hatch Lurkers didn't get any weaker, they just became strategically obsolete as people figured out how to counter them. They did this with tools that were also in the game back when 1 Hatch Lurkers worked, just people weren't good enough to use the tools they had access to. That takes time, as you said. * Let's ignore the minor balance changes from patches. | ||
Probemicro
3708 Posts
On December 24 2015 17:19 Thaniri wrote: Why are you so bad at arguing? sorry "fangay". plus everything i stated is true. Amusingly you need somone like Jealously to spoonfeed you basic ideas, just like how modern gamers get spoon fed this days. Is it so difficult to tell yourself, simply, "git gud"? sigh. On December 24 2015 18:27 Jealous wrote: Maybe I'm misunderstanding the concept, but how does this not fall under "what you see is what you get?" If we can bring it back to BW with a relevant example, Zerg players thought for a while that going 1 base 1 Hatch play for like 8 minutes was a solid strategy. Nowadays we know that is absolutely retarded unless you are cheesing hard, but we are still using the same Hatchery and the same tech that we had back then*, but we realized that Zerg can get away with making a second Hatchery pretty damn early in the game most of the time unless THEY aren't being cheesed. This is just a development in skill and understanding of the tools given to us by the game, tools that have been unchanged, just like in your Civ example. What you see is what you get: those 1 Hatch Lurkers didn't get any weaker, they just became strategically obsolete as people figured out how to counter them. They did this with tools that were also in the game back when 1 Hatch Lurkers worked, just people weren't good enough to use the tools they had access to. That takes time, as you said. * Let's ignore the minor balance changes from patches. thats metagame shift, not what you see is whatever User was temp banned for this post. | ||
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c3rberUs
Japan11285 Posts
To expand on this point, there will always be a certain demographic that is attracted to unnecessarily difficult feats, but because esports as a whole is entirely uninspiring visually unless the people watching also have played the game Thousands of screaming fangirls say hello. (check the Psi Storm video) Also WYSIWYG? This is not a document processor application, it's a game. Go look at chess without prior knowledge of how things word then tell me what pieces do. I can't even... smh. | ||
vOdToasT
Sweden2870 Posts
On December 24 2015 15:11 Thaniri wrote: Show nested quote + On December 18 2015 19:03 ProMeTheus112 wrote: I think people who come to BW for the first time should first play some 3v3 and make BW friends ^_^ that's how I started! getting straight into ICCup 1v1 is pretty brutal... even for a SC2 player unless you are Diamond/Master. It's too hard. Or, pick your opponents / go to D-. Or endure and get better but yeah you might not enjoy it too much at first. Well should keep in mind "D" is not really "D". Think of D as "Diamond" ![]() personally I think it's a real problem for newcomers or people who are actually D level on Iccup, isn't it? it's the uncomfortable skill level to be at I remember my friend who had quite a bit of BW experience, about 1000 games of 1v1 (on bnet + Iccup), he only reached D+ and that's not for lack of trying to get C- you just need a lot of experience and most importantly skill to play at D/D+ level on ICCup. I'm masters SC2 and I don't think BW is that great. If I was 14 I might have fallen in love with the game just as much as I loved SC2 when I was a teen. I have beaten some D/D+ players without ever watching a full BW vod and using liquipedia for build orders that were likely 5 years out of date. Here are my two gripes with BW:
Which attack animations are poor and why? I've always found it easy to tell when a unit is attacking and when it is not. How is the movement not "what you see is what you get"? Brood War units are very predictable and simple in their behaviour. The only thing that takes more than a few instances to be observed in order to be understood, is scarabs. Understanding scarabs was a gradual process, and I learned of their traits one at a time. If you lose your building hotkeys, it's because you slip and you accidentally input a hotkey command that you don't want to. High ground advantage was always obvious to me. You saw that some of the shots missed when firing upward. After that, I knew that some shots would always miss when firing upward. It is hard to get a hang of, I will grant you that - a necessary evil which makes the game better once the basics are learned. Depth is purchased with complexity. The goal is to get as much depth with as little complexity as possible. Brood War goes for a lot of depth, and therefore suffers the consequence of having complexity. A triangle is easier to play than a guitar, but less fulfilling once you get good at guitar. The feats are not unnecessarily hard. If they were easier, then Brood War would have less depth. You've probably already heard the arguments about multi tasking and apm as a limited resource, and about micro battles. Edit: I will address some specifics that I saw earlier in this thread. Marine kiting: Stop assuming that it's going to be like StarCraft 2. Come in to the game with an open mind, and observe the behaviour of the units. Then you will see that units have a recovery animation after leaving attack mode. You have to wait for this animation to finish before you can take further actions. StarCraft 2 has animation cancelling. StarCraft 1 doesn't. Both are "WYSIWYG", just different mechanics. As you would expect intuitively, you can move your unit after the recovery animation is completed. You can also make your unit move in the middle of an attack animation before it has fired, but that will make the recovery play backwards (a marine will lower his gun, a dragoon will close its cannon, etc) and the unit will not fire. This is not counter intuitive. This is simple predictable behaviour that can be observed in the game and understood after having seen it one or two times. TLDR: When units start attacking, an animation of raising a gun, opening a cannon, etc will play. When units stop attacking, the animation will play backwards. The short animation which lasts for a few frames must finish before the attack comes out. This is simple predictable behaviour that can be observed, like reading from the open book of nature | ||
Dapper_Cad
United Kingdom964 Posts
On December 24 2015 15:11 Thaniri wrote: Perhaps the only esports that get the intuition right are FPS games like quake and cs because they are war simulations. I think that's inaccurate. The reason is because you're saying that this ![]() isn't a war simulation. It's a small point, and probably, in essence, semantics, but I think it's worth drawing a larger conclusion. People aren't cautious enough when making pronouncements about game play. Game design is not straight forward and while the rational is important, it is limited in what it can usefully say. So when attempting to make sweeping pronouncements which you believe are rational caution is the name of the game. I'd say the difference between CS/Quake and MOBA/RTSs is camera lock. If you lock the camera to a single avatar you're creating a game that is different from one in which the camera is unlocked. You could call it more "intuitive" if you like, but anyone who has spent time writing stories or planning strategies might disagree and it would be hard to refute fully. | ||
pEcul!Ar
52 Posts
Getting trolled into oblivion here, and if not, I hope you spelled any other fps game wrong because quake certainly isn't a war simulation haha, jesus, can't believe I actually read that.. Played quake for many many years (competitively) alongside brood war, nothing about it screams war simulation, RTS games such as brood war will always be more war simulation-ish than quake (along with warsow, painkiller,........). Want something war simulation-ish and a FPS together? ARMA. Unless we see some army boots being developed making it possible for soldiers to sj and doing rj's & pj's along with all the other kinds of jumps, oh, and collecting armor, and let's hope they do make different kinds of armor, armor shards, red armor, yellow armor, megahealth as well + the 25 & 50 health bubbles while we're at it... Please, don't make me witness such a comment ever again. | ||
Fazers
735 Posts
On December 24 2015 16:20 Probemicro wrote: why are you so obsessed with the need for WYSIWYG? this is gaming not programming. besides like i said game developers have pretty much make games these days as easy and accessible as can be, and the gamers lap them up happily. You will never see games of the likes of Brood War being successful on the market again in this sort of industry, thats nice isn't it? about intricacies, the main reason why people are so wowed by BW is because of the insane mechanical skill required to pull off feats at the highest level. I think anyone that actually played BW extensively for a decent amount of time (not someone who just copied 2fact all-in from liquipedia and just use that all the way to C, which i think you did) will be able to appreciate the kind of skill/timing/moves, at every point of the game, needed to excel at the highest level. Players will adopt different strategies for different maps, there are feats of micro/macro that not any random amateur can also do as well. in sc2 theres hardly any difference between reaper micro of a diamond/master and that of a pro. in BW there are outliers that simply outclasses even their professional peers, Flash/JD/Bisu are basically the equivalent of messi/CR7 of BW. All i see in sc2 is just accumulate blob, blobs fight each other, large blob wins, person with large blob therefore wins. game is mechanically easier so skill ceiling is lower, one day a Korean wins code S and be top of the world, next month he crashes out of code A like a noob, no real legends to speak of because game is too volatile. anyone can win anyone on a good day. I actually find it ok to play with, just that game is boring as hell to watch. In korea it is said that only gamblers and people who support the old Kespa pros still watch sc2 also labelling yourself as sc2 "fangay" (is that another new childish meme) helps no-one either. You fucking nailed it for me. Seeing people play at the highest level is something I can relate to because I know I couldn't pull it off. Watching close to perfect play in BW is like watching a professional sport - I could kick a soccer ball like a beginner but I could never a day in my life play like a pros on the field. | ||
ArmadA[NaS]
United States346 Posts
On December 24 2015 16:32 Thaniri wrote: When I played broodwar, I get bothered by trying to micro my marines vs fast zealot + dragoon pressure against my 1 rax expand because it's difficult to tell when I can cancel a zealots attack animation, when the zealots actual damage is actually applied, how long it takes my marine to move given whether or not he has just stopped moving or shooting, and he probably hates that his zealots refuse to chase my marines where he clicks them to go, and his dragoons do a weird diagonal pathing even for straight walks. Without seeing the replay, it sounds like you aren't performing the build correctly. When you one rax expand (in TvP) you need to build a bunker at you front. By the time they get dragoons you should have a bunker with 4 marines at front with scvs ready to repair so you can safely get tanks to ward them off. You don't really micro vs early zealots the same way you do in SC2- you should build a simcity (see the TvP wallins on fighting spirit here) and pull back your marine through the gap between the wallin when the zealot targets you. Because its zealot tight but not marine tight, the zealot has to go all the way around and you can get extra shots off. As to the last part about toss pathfinding, the dragoon pathfinding isn't like that exaggerated Starcrafts cartoon and zealots are completely fine, don't know why you say they refuse to chase your marines. After some SC2/BW pros said BW was a better game, I've noticed a lot of /r/starcraft people try to countersignal that BW is worse and the only reason anyone plays it is nostalgia, but these people invariably know very little about BW. My advice to sc2 ppl who want to try brood war is to play a few games, post some replays in the strat forum, and ask questions rather than arrogantly claiming your loss was due to bad game design. | ||
L_Master
United States8017 Posts
On December 24 2015 17:44 Thaniri wrote: I still think though that the average viewer can't even remotely comprehend what a progamer is doing. As such, the argument of appreciating higher skill diminishes until it's essentially zero.
On December 24 2015 17:44 Thaniri wrote:Here are my two gripes with BW: Lack of WYSIWYG. This is objectively bad game design regardless of medium, be it videogames, tabletop, or some other game. BW, by being the first RTS of its kind, has poor attack animations, unintuitive movement patterns, and seems to like to lose my building hotkeys. edit: It's also difficult to tell apart high and low ground at first/no-one tells you about high ground advantage.
On December 24 2015 17:44 Thaniri wrote: Hard to learn, hard to master, and little reward outside of the intrinsic reward of being really good at something. It isn't hard to kick a football, it's hard to be Messi. The easy to learn, hard to master concept is something BW misses. Again though, if I was 14 I'd probably love it because I spent 8 hours a day playing games at that age.
On December 24 2015 17:44 Thaniri wrote: but because esports as a whole is entirely uninspiring visually unless the people watching also have played the game, BW will lack that thrill of being able to pull off some difficult play and have people notice.
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ggsimida
1136 Posts
Then giving very funny excuses and insult game, and not learn to play proper. no need to argue with people with such bad mental, they never learn ^ ^ | ||
puppykiller
United States3126 Posts
I think the only issue is when people come in with false expectations. This game really isn't for everyone and that is no way a dis on people uninterested in BW. | ||
Thieving Magpie
United States6752 Posts
On December 25 2015 12:13 ggsimida wrote: all i see is a sc2 person crying because of bad micro Then giving very funny excuses and insult game, and not learn to play proper. no need to argue with people with such bad mental, they never learn ^ ^ How often you win does not determine whether the game is fun or not. Guy did not like BW, gave his reasons. You don't get to tell him that he actually should like BW. How people feel about something is not something decided by other people. | ||
hugitout
United States379 Posts
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ggsimida
1136 Posts
On December 26 2015 01:00 Thieving Magpie wrote: Show nested quote + On December 25 2015 12:13 ggsimida wrote: all i see is a sc2 person crying because of bad micro Then giving very funny excuses and insult game, and not learn to play proper. no need to argue with people with such bad mental, they never learn ^ ^ How often you win does not determine whether the game is fun or not. Guy did not like BW, gave his reasons. You don't get to tell him that he actually should like BW. How people feel about something is not something decided by other people. of course BW is not for every person but who do i believe, a person that ragequit after fail simple marine micro, make excuse and blame system with wrong reasons or many people in the past who played show their love and praise for this game? i see people above say earlier, new generation gamer prefer easy game, thus i no blame him. They are used to easy games instead make funny reason excuses he can post rep, ask for help on marine micro and 1rax expand, but he choose not to and would rather whine and cry. i believe hard work and persist is key to success not just in game but in real life, not whine and cry. quit he rather give funny excuses and blame system which has work proper for 15 years than leave silently. This not only insult the game but also players who have work hard and try improve in this game they like. if u supprt his kind of mental, gl to you in life too you need it | ||
vOdToasT
Sweden2870 Posts
On December 26 2015 02:10 hugitout wrote: I loved bw since day 1. I, too, enjoyed it from the beginning, even though I never won vs other humans. | ||
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BigFan
TLADT24920 Posts
I enjoyed BW from day one and the game has never felt it was a chore. I mostly played FMP games after trying several ladder games back in 2000 and losing them all and never had fun problems or hated the game. Even nowadays after losing a really close TvZ due to a macro or micro mistake, I place the blame squarely on myself for it because I forgot to macro, I chose to engage that way, I made the wrong decision, etc... | ||
vOdToasT
Sweden2870 Posts
On December 26 2015 12:55 BigFan wrote: Silly thread imo. My philosophy is if you don't like a game, don't play it. If you feel that you'll like it with more time, give it more time then quit afterwards if you still don't like it. It's simple really. If you are passionate about something, you'll improve a lot more than the other guy who's only forcing himself to play it. I enjoyed BW from day one and the game has never felt it was a chore. I mostly played FMP games after trying several ladder games back in 2000 and losing them all and never had fun problems or hated the game. Even nowadays after losing a really close TvZ due to a macro or micro mistake, I place the blame squarely on myself for it because I forgot to macro, I chose to engage that way, I made the wrong decision, etc... If you think that games shouldn't reward or punish players based on mechanical skill, then you should refrain from playing games in which mechanical skill is a major part. You should not go on forums and whine about it. | ||
Thieving Magpie
United States6752 Posts
On December 26 2015 10:24 ggsimida wrote: Show nested quote + On December 26 2015 01:00 Thieving Magpie wrote: On December 25 2015 12:13 ggsimida wrote: all i see is a sc2 person crying because of bad micro Then giving very funny excuses and insult game, and not learn to play proper. no need to argue with people with such bad mental, they never learn ^ ^ How often you win does not determine whether the game is fun or not. Guy did not like BW, gave his reasons. You don't get to tell him that he actually should like BW. How people feel about something is not something decided by other people. of course BW is not for every person but who do i believe, a person that ragequit after fail simple marine micro, make excuse and blame system with wrong reasons or many people in the past who played show their love and praise for this game? i see people above say earlier, new generation gamer prefer easy game, thus i no blame him. They are used to easy games instead make funny reason excuses he can post rep, ask for help on marine micro and 1rax expand, but he choose not to and would rather whine and cry. i believe hard work and persist is key to success not just in game but in real life, not whine and cry. quit he rather give funny excuses and blame system which has work proper for 15 years than leave silently. This not only insult the game but also players who have work hard and try improve in this game they like. if u supprt his kind of mental, gl to you in life too you need it Once again. Data points should be taken individually. Person A liking the game does not counteract person B disliking the game. It's not about believing one or the other, but being accepting on both opinions being valid. In the end, games are not our lives. If you treat games like you treat your life then most likely you're treating the game too seriously. | ||
ggsimida
1136 Posts
On December 26 2015 14:51 Thieving Magpie wrote: Show nested quote + On December 26 2015 10:24 ggsimida wrote: On December 26 2015 01:00 Thieving Magpie wrote: On December 25 2015 12:13 ggsimida wrote: all i see is a sc2 person crying because of bad micro Then giving very funny excuses and insult game, and not learn to play proper. no need to argue with people with such bad mental, they never learn ^ ^ How often you win does not determine whether the game is fun or not. Guy did not like BW, gave his reasons. You don't get to tell him that he actually should like BW. How people feel about something is not something decided by other people. of course BW is not for every person but who do i believe, a person that ragequit after fail simple marine micro, make excuse and blame system with wrong reasons or many people in the past who played show their love and praise for this game? i see people above say earlier, new generation gamer prefer easy game, thus i no blame him. They are used to easy games instead make funny reason excuses he can post rep, ask for help on marine micro and 1rax expand, but he choose not to and would rather whine and cry. i believe hard work and persist is key to success not just in game but in real life, not whine and cry. quit he rather give funny excuses and blame system which has work proper for 15 years than leave silently. This not only insult the game but also players who have work hard and try improve in this game they like. if u supprt his kind of mental, gl to you in life too you need it Once again. Data points should be taken individually. Person A liking the game does not counteract person B disliking the game. It's not about believing one or the other, but being accepting on both opinions being valid. In the end, games are not our lives. If you treat games like you treat your life then most likely you're treating the game too seriously. Life itself is also a game ^ ^ you like your data points, Statistics itself is no meaning unless you put into perpectives. i can say i will treat the data points of hard and smart workers more seriously than data points of whiners blamepusher or ragequitter. This perpective will be same for everyone.. unless you are a person with shit attitude too ^ ^ | ||
LUCKY_NOOB
Bulgaria1388 Posts
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EatingBomber
1017 Posts
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EatingBomber
1017 Posts
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sCCrooked
Korea (South)1306 Posts
The reason many people hate BW when they first try it is not just because of the toxic lower ladder levels (you find this in just about every competitive game). The reason is they are stepping into a game far beyond all current competitive games. Its the same reason why a great many people don't do music seriously because its ridiculously difficult and time-consuming to reach the bottom of the top rankings. The same exists for several (not all) sports. If its really hard to do and therefore requires not just talent, but a well-backed decision of "I want to be the best at this and go as far as I can" which for some reason a lot of people these days refuse to do or find the prospect unappealing. You have to thrive on nearly-impossible challenge to enjoy BW and other high-skill art/physical forms. Your "fun" has to be in seeing minute improvements and by practicing hours and hours every day for months/years just to see a tiny tick in your ranking. If you aren't the kind of person that gets a real kick out of beating extra-challenging (not "stupid" challenging) activities, you will never be right for BW. Its just not for those kinds of people. Then again, nothing hard or really worth doing is. | ||
ProMeTheus112
France2027 Posts
attack animations I see no problem with them they have good style and are not too flashy so the screen is always has good readability. With no sound you can get lost (less after enough time spent playing the game), but it's not recommended to play without sound, you will always lose information. + yeah about the AI in general its really not bad the few bugs that do happen you should be able to quickly get around them if you have good multitasking/micro like sCCrooked said, outside of these few bugs the AI/pathing/mechanics are great they make for a tactical game of great depth | ||
Jealous
10105 Posts
On December 27 2015 03:50 EatingBomber wrote: In addition, I do agree that the attack animations are bad; I play video games with sound off, so I can't really see whether my units were attacking or being attacked. Zealots, when attacking, simply do a jiggle with their arms, Marines don't distinctly hold up their rifle and start shooting, and there is no flash from the guns, and I really can't tell what Medics are doing, and it doesn't help when all my Marines are dead and they just run around in circles -_-. Also, some aspects are just sheer bullshit; when I expend so much effort sneaking 2 shuttles to do 2 Reaver drops, amongst other things, I expect to get at a minimum 2 SCVs, and not have the scarab get stuck between the minerals WTF I am going to tell you the same thing I told the other guy: Get good. You know how I know you have no clue what you're talking about? Same VOD I posted earlier. Look at that specific timestamp that I linked above. What do we see there? 1. When the Marine fires, there is flashing lights coming out of the nozzle of his gun. 2. When the Marine fires, there are bullets hitting the Assimilator; this will be true for any unit hit by a Marine, and it actually stacks, meaning you can tell if only one Marine is attacking an enemy unit or multiple. I don't remember how many stacks there are but there are probably at least 3-4 different levels to tell you how many Marines are attacking what. 3. When the Marine fires, his gun is tilted forward away from the Marine at an upwards angle! When the Marine walks, his gun is against his body. You can see all of this in the first 5 seconds of the video I posted above, at that time stamp. I could do this for every unit in the game but I trust that I don't have to. I will add that Medic + Marine micro is pretty hard; Medics end up healing each other, Medics can't stim so they move slower than Marines, etc. But, there is a methodology to their use that garners results like these: Look at how he prepares himself to go bust this monster wall of Sunkens. It might not be clear 100% what he is doing, but I'm sure if you search on forums there will be plenty of guides to Marine Medic usage, which you can read and try to incorporate into your play. Or, you can make baseless claims about a game and proffer complaints that can be translated into "I don't know how to control my units and I never spent any time trying to figure out why, so I gave up." By the way, Medics have a Heal animation, and their hands light up too. When you tell Medics to A-move, they heal anything in that direction. If two Medics are damaged and they are not in the vicinity of Marines, they will stall and heal each other. The solution to this is to tell them to move regularly to where the Marines are, and when they are integrated into the Marine army they will be more likely to heal Marines than they would be if they were standing a screen away making out and healing each other on their lonesome. Moving on... The Scarab complaint is so overused and so myopic. First of all, if every Scarab hit every clump of workers that it ever targeted on, it would be the most ridiculous unit in the game (not that it isn't strong already). Let's look at an alternate universe, where Scarabs hit 100%. I'm talking about SC2:BW. In this alternate universe, Reavers are straight up overpowered. There is no excuse for a Protoss not to go Reavers in any match-up; while Reavers are viable, to an extent and at certain stages of the game, against all races in BW, they are straight up STRONG against all races in SC2:BW. I played against a D level Protoss in SC2:BW as Terran. I even made Turrets. It doesn't matter though, because even if he loses the Shuttle and drops only 1 Reaver, it's worth it, because in 2 shots he will kill at least 10 SCVs, and if I run them away it might actually make it worse because they stack even more when they are running. Now compare this to Brood War, where if you run your Probes/SCVs/Drones at the correct time and in the correct direction, you can avoid losing a single worker! How sick is that? THIS is what makes for a captivating game: skill-dependent variables. If Player 1 drops his Reaver and Player 2 noticed him coming in on his mini-map, then he can quickly jump to his base and select his peons and hustle them out of his base ASAP. Now, this isn't that easy in BW, because they bug out like idiots unless they are sent to mine somewhere else, so this takes awareness, finesse, and control. However this is a necessary consequence to their stacking to mine ability, so it's not a bug as much as it is a logical reaction to being told to go somewhere when you are standing with 5 other workers in the same damn spot. If you perform this rapid series of skill checks perfectly, you deserve to be rewarded for your skill. Meanwhile, Player 1 shouldn't be rewarded for just running in and dropping a Reaver. That is 4 actions, 7 if we want to assume he is good enough to target-fire a worker on the mineral line (select Shuttle, load Reaver, move Shuttle to location, unload Reaver + select Reaver, attack target, click worker). If we rewarded him blindly for doing this but didn't reward Player 2 who tried so hard to get his workers out of harm's way, that would be stupid. However, this is not all there is to this story... Player 1 is actually pretty damn good himself. He knows that if he lands his Reaver behind the mineral line, his Scarab will get stuck behind the mineral patches, which it rightly should. Why? Because it is a physical missile being impeded by surfaces which are crystalline, jagged, and not friction-less (why do so many SC2 players assume that a lack of friction is natural?). Also because he knows that the most direct path from Reaver to jackpot money-shot Terrible Terrible Damage explosion is a straight line. So, instead of dropping BEHIND the mineral line, he drops INSIDE of it. Now Player 2, if he didn't notice the shuttle coming in, has much less time to perform the sick series of movements necessary to save his workers, because Player 1 is right inside his fucking mineral line, right in his face, ready to reap the harvest. However, it seems that Player 2 is still pretty good and managed to shuffle his workers out of there in time for Player 1's drop in the mineral line to not do much damage. So, what does Player 1 do next time? Instead of coming into Player 2's base directly from his base in a predictable straight line to the mineral line, he comes in at a diagonal that places his Reaver between the mineral line and the ramp leading out of Player 2's base. This means that if Player 2 reacted like he did last time, and pulled his workers to his natural mineral line as soon as he spotted Player 1's shuttle, then Player 1 is now right in that Goldilocks zone where the Reaver drops as the workers slide past him, and if Player 1 is good enough to calculate the speed of the workers vs. the speed of his Reaver firing and the Scarab traveling, he can time it perfectly where he gets a serious money shot. However, Player 2 is aware of this timing, and manages to send his workers back to his main gas in time to avoid the Scarab shot, MOSTLY. He only loses a couple of workers upon arriving there. Exchange made. I could go on like this about hypothetical Reaver vs. worker micro scenarios for another 2 paragraphs, at least, increasing Player 1's and Player 2's skill until it's Bisu vs. Stork. I think I made my point, though. You have shown that you have no desire, or no capacity, to do basic problem-solving. Your complaint of "I drop my Reaver behind his mineral line and didn't get any kills, what gives? This game's pathing is stupid," simply demonstrates how wrong your mentality is in approaching and understanding this game. Instead of thinking "Oh, dropping it here doesn't work, what WOULD work?" you think "Dropping it here doesn't work, Reavers suck." Do you apply this mentality in real life too? I'm sure it will bring you much success. There was a game that is very pertinent to this, it was Stork vs. some upper-middle class pro, I believe it was MSL Ro4/8 or something? Basically they both went Reaver drop, and consistently Stork would get ~10 kills whereas the other Protoss wouldn't get jack shit. They both did the same build, but Stork's Reaver placement was akin to Player 1's in my description, whereas other pro was more like you. Guess who won that one, and guess why people remember Stork's name, and why Stork is one of the most successful Protoss of all time. Maybe you should be emulating Stork and not "Protoss who lost because of poor Reaver and Probe micro and decision making" #5246. TL;DR: Pay more attention to the game you are making false complaints about. All of these "faults" that you encounter are mere obstacles to be overcome with practice, not game-breaking bugs. Get good. | ||
vOdToasT
Sweden2870 Posts
On December 27 2015 03:50 EatingBomber wrote: In addition, I do agree that the attack animations are bad; I play video games with sound off, so I can't really see whether my units were attacking or being attacked. Zealots, when attacking, simply do a jiggle with their arms, Marines don't distinctly hold up their rifle and start shooting, and there is no flash from the guns, and I really can't tell what Medics are doing, and it doesn't help when all my Marines are dead and they just run around in circles -_-. Also, some aspects are just sheer bullshit; when I expend so much effort sneaking 2 shuttles to do 2 Reaver drops, amongst other things, I expect to get at a minimum 2 SCVs, and not have the scarab get stuck between the minerals WTF I have never had any problems with the animations. Even a a six year old, they were obvious to me. But I am not saying that you are lying. I just think it's weird. The reason your reaver drops fail is that you don't understand how scarabs work. Try to keep a clear path between your reaver and its target. I played against a D level Protoss in SC2:BW as Terran. I even made Turrets. It doesn't matter though, because even if he loses the Shuttle and drops only 1 Reaver, it's worth it, because in 2 shots he will kill at least 10 SCVs, and if I run them away it might actually make it worse because they stack even more when they are running. It's so much better that the reaver is the way it is. As Terran, I enjoy manipulating the scarab so that I don't lose SCV's. As a Protoss, I enjoy getting those good scarabs off because I had the foresight to place my reaver at the correct position (for example in between the main and the natural, so that the SCV's can not escape). It's much more fun that it can be avoided, that both players dance with each other, rather than what you are describing - simply suiciding in to the SCV's because once you reach them, you get guaranteed massive damage. A good reaver drop doesn't have to kill lots of SCV's. It's enough to make them run around, and therefore not mine minerals. A few vultures here and there, a tank or two, a few SCV's building turrets - stuff like that. That is all you need for a good reaver drop. Good Terrans will protect the area that you would ideally want to engage from - the area from which a scarab would always reach the SCV clumps. This means that the Protoss either instead lands in the less ideal area, from where the SCV's can run and evade the scarab - or goes for a risky suicide run, in to the guarded area, to get that epic scarab off. Personally, I usually go for units rather than SCV's. One scarab and a few dragoon shots will take out a tank. If the tanks are unsieged, you can snipe them from outside their vision. If they are sieged, you can drop your dragoon / zealots to soak up the shots, and then drop the reaver to shoot at them. You can also drop out of tank range to harass supply depots. | ||
ProMeTheus112
France2027 Posts
personally, if it was up to me I would make a change like this to the scarab : let it go through units and move towards center of target, as soon as it collides with any ennemy unit, explode slightly smaller AoE because even if you can manipulate it and overcome its defects etc, there is still quite a bit of luck involved in how big of a hit you get / whether you get a hit at all, and I personally don't like that. Also I think when it gets really good hits it is sometimes too strong. just my opinion though, still like them reavers! | ||
Endymion
United States3701 Posts
On December 27 2015 06:02 ProMeTheus112 wrote: so people do disagree about the scarab being a little broken! personally, if it was up to me I would make a change like this to the scarab : let it go through units, as soon as it collides with a ennemy unit, explode smaller AoE because even if you can manipulate it and overcome its defects etc, there is still quite a bit of luck involved in how big of a hit you get / whether you get a hit at all, and I personally don't like that. Also I think when it gets really good hits it is sometimes too strong. just my opinion though, still like them reavers! if the reaver wad nerfed at all ZvP late game would be ridiculously op | ||
ProMeTheus112
France2027 Posts
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vOdToasT
Sweden2870 Posts
On December 27 2015 06:02 ProMeTheus112 wrote: so people do disagree about the scarab being a little broken! personally, if it was up to me I would make a change like this to the scarab : let it go through units and move towards center of target, as soon as it collides with any ennemy unit, explode slightly smaller AoE because even if you can manipulate it and overcome its defects etc, there is still quite a bit of luck involved in how big of a hit you get / whether you get a hit at all, and I personally don't like that. Also I think when it gets really good hits it is sometimes too strong. just my opinion though, still like them reavers! It is not luck based. It seems luck based to you because you don't understand how it works. so people do disagree about the scarab being a little broken! personally, if it was up to me I would make a change like this to the scarab : let it go through units and move towards center of target, as soon as it collides with any ennemy unit, explode slightly smaller AoE I think that this would be very stupid, brain dead, and retarded. I am very glad that you are not in charge of Brood War. Aiming scarabs in Protoss vs Protoss, or against zerg clumps, wouldn't even be a thing anymore, because all scarabs would automatically hit at the edge of an army. It would barely be worth aiming at all. It would also not be possible to purposefully block scarabs with other units like it is now. Btw, here's a useful trick that not many people know about: If you have a scarab out that you know is a failure, select the reaver and press S to remove the scarab, letting you shoot a new one. | ||
ProMeTheus112
France2027 Posts
no worries though, I'm good all right with the reavers | ||
Jealous
10105 Posts
On December 27 2015 06:17 vOdToasT wrote: Show nested quote + On December 27 2015 06:02 ProMeTheus112 wrote: so people do disagree about the scarab being a little broken! personally, if it was up to me I would make a change like this to the scarab : let it go through units and move towards center of target, as soon as it collides with any ennemy unit, explode slightly smaller AoE because even if you can manipulate it and overcome its defects etc, there is still quite a bit of luck involved in how big of a hit you get / whether you get a hit at all, and I personally don't like that. Also I think when it gets really good hits it is sometimes too strong. just my opinion though, still like them reavers! It is not luck based. It seems luck based to you because you don't understand how it works. Show nested quote + so people do disagree about the scarab being a little broken! personally, if it was up to me I would make a change like this to the scarab : let it go through units and move towards center of target, as soon as it collides with any ennemy unit, explode slightly smaller AoE I think that this would be very stupid, brain dead, and retarded. I am very glad that you are not in charge of Brood War. Aiming scarabs in Protoss vs Protoss, or against zerg clumps, wouldn't even be a thing anymore, because all scarabs would automatically hit at the edge of an army. It would barely be worth aiming at all. It would also not be possible to purposefully block scarabs with other units like it is now. Btw, here's a useful trick that not many people know about: If you have a scarab out that you know is a failure, select the reaver and press S to remove the scarab, letting you shoot a new one. Woah, really? That's so cool! ^^ | ||
Thieving Magpie
United States6752 Posts
The reason SC1 and BW is good is because the story of the campaign is good, and it gives you enough practice to click around the game. That way, when you log on to Bnet, you have some idea what you're expected to do. The fact that you have to go through paragraphs to explain to people how a scarab is shot is evidence that BW is too opaque. This is not necessarily bad, no need to become defensive about people pointing it out. | ||
Wray92
22 Posts
On December 27 2015 06:02 ProMeTheus112 wrote: so people do disagree about the scarab being a little broken! personally, if it was up to me I would make a change like this to the scarab : let it go through units and move towards center of target, as soon as it collides with any ennemy unit, explode slightly smaller AoE because even if you can manipulate it and overcome its defects etc, there is still quite a bit of luck involved in how big of a hit you get / whether you get a hit at all, and I personally don't like that. Also I think when it gets really good hits it is sometimes too strong. just my opinion though, still like them reavers! When in doubt, don't change anything. This is exactly what was so good about BW, and what's caused problems in SC2. Blizzard wouldn't come out to nerf flavor-of-the-month strategies, even if they looked unbeatable (like the Bisu build and Fantasy's mech TvZ did for a while. There were others, but they were all before I started watching). There were patches, but they were very infrequent and usually very minor. The game was what it was, and if there was some ridiculous strategy that looked imbalanced, it was the players' job to figure it out. | ||
Scarbo
294 Posts
On December 27 2015 17:32 Wray92 wrote: Show nested quote + On December 27 2015 06:02 ProMeTheus112 wrote: so people do disagree about the scarab being a little broken! personally, if it was up to me I would make a change like this to the scarab : let it go through units and move towards center of target, as soon as it collides with any ennemy unit, explode slightly smaller AoE because even if you can manipulate it and overcome its defects etc, there is still quite a bit of luck involved in how big of a hit you get / whether you get a hit at all, and I personally don't like that. Also I think when it gets really good hits it is sometimes too strong. just my opinion though, still like them reavers! When in doubt, don't change anything. This is exactly what was so good about BW, and what's caused problems in SC2. Blizzard wouldn't come out to nerf flavor-of-the-month strategies, even if they looked unbeatable (like the Bisu build and Fantasy's mech TvZ did for a while. There were others, but they were all before I started watching). There were patches, but they were very infrequent and usually very minor. The game was what it was, and if there was some ridiculous strategy that looked imbalanced, it was the players' job to figure it out. This man speaks the truth. Nowadays developers are too eager to patch (because community crying). Anyone who played LoL knows how the music goes: pros start abusing a champ = champ gets nerfed = pros find the next champ to abuse. No depth can develop because the game changes so fast people are still figuring things out. Altough that's not why SC2 is bad, it sure is a bad trend in e-sports. | ||
ProMeTheus112
France2027 Posts
On December 27 2015 18:31 Scarbo wrote: Show nested quote + On December 27 2015 17:32 Wray92 wrote: On December 27 2015 06:02 ProMeTheus112 wrote: so people do disagree about the scarab being a little broken! personally, if it was up to me I would make a change like this to the scarab : let it go through units and move towards center of target, as soon as it collides with any ennemy unit, explode slightly smaller AoE because even if you can manipulate it and overcome its defects etc, there is still quite a bit of luck involved in how big of a hit you get / whether you get a hit at all, and I personally don't like that. Also I think when it gets really good hits it is sometimes too strong. just my opinion though, still like them reavers! When in doubt, don't change anything. This is exactly what was so good about BW, and what's caused problems in SC2. Blizzard wouldn't come out to nerf flavor-of-the-month strategies, even if they looked unbeatable (like the Bisu build and Fantasy's mech TvZ did for a while. There were others, but they were all before I started watching). There were patches, but they were very infrequent and usually very minor. The game was what it was, and if there was some ridiculous strategy that looked imbalanced, it was the players' job to figure it out. This man speaks the truth. Nowadays developers are too eager to patch (because community crying). Anyone who played LoL knows how the music goes: pros start abusing a champ = champ gets nerfed = pros find the next champ to abuse. No depth can develop because the game changes so fast people are still figuring things out. Altough that's not why SC2 is bad, it sure is a bad trend in e-sports. I actually strongly/completely agree with this. I just happen to have this fantasy in my head, or this question, because it seems to be "impossible" to make a better game than BW, can BW itself be improved ? What are its flaws or limitations ? With more than a decade of play since the last patch, can we not think of how to make the game even deeper and more diverse with a bunch of changes ? I think they are interesting questions, even if the answers can be dangerous and bad. I believe that, if you give BW a bunch of changes mainly to some numbers, it should be possible to make more different strategies viable and to see units/upgrades we almost never see in game being used. | ||
Cele
Germany4016 Posts
On December 27 2015 19:39 ProMeTheus112 wrote: Show nested quote + On December 27 2015 18:31 Scarbo wrote: On December 27 2015 17:32 Wray92 wrote: On December 27 2015 06:02 ProMeTheus112 wrote: so people do disagree about the scarab being a little broken! personally, if it was up to me I would make a change like this to the scarab : let it go through units and move towards center of target, as soon as it collides with any ennemy unit, explode slightly smaller AoE because even if you can manipulate it and overcome its defects etc, there is still quite a bit of luck involved in how big of a hit you get / whether you get a hit at all, and I personally don't like that. Also I think when it gets really good hits it is sometimes too strong. just my opinion though, still like them reavers! When in doubt, don't change anything. This is exactly what was so good about BW, and what's caused problems in SC2. Blizzard wouldn't come out to nerf flavor-of-the-month strategies, even if they looked unbeatable (like the Bisu build and Fantasy's mech TvZ did for a while. There were others, but they were all before I started watching). There were patches, but they were very infrequent and usually very minor. The game was what it was, and if there was some ridiculous strategy that looked imbalanced, it was the players' job to figure it out. This man speaks the truth. Nowadays developers are too eager to patch (because community crying). Anyone who played LoL knows how the music goes: pros start abusing a champ = champ gets nerfed = pros find the next champ to abuse. No depth can develop because the game changes so fast people are still figuring things out. Altough that's not why SC2 is bad, it sure is a bad trend in e-sports. I actually strongly/completely agree with this. I just happen to have this fantasy in my head, or this question, because it seems to be "impossible" to make a better game than BW, can BW itself be improved ? What are its flaws or limitations ? With more than a decade of play since the last patch, can we not think of how to make the game even deeper and more diverse with a bunch of changes ? I think they are interesting questions, even if the answers can be dangerous and bad. I believe that, if you give BW a bunch of changes mainly to some numbers, it should be possible to make more different strategies viable and to see units/upgrades we almost never see in game being used. the point is; mainly we as a community are a) happy with the way the game plays out and b) the game is well balanced. Ofc there is theoretical room for changes in Broodwar and the game could theoretically be improved, but the benchmark is already set so high, that i active speak against it. You have to understand that Broodwar has been played with out any other balance patches since 2001. That was patch 1.08b. That means this game has been played for 14 years now by korean professionals who tried to figure everything out about the game there is to figure out. 14 years! We are talking about a time frame where ![]() ![]() What im trying to say is; the game was good for this amount of time to top players in the world and it was balanced mainly by maps played within the pro circus. (and consequently also by us) If any changes to BW could be imagined to be good, you are not the right person to find them, as you lack the experience in the game. I am neither and neither is anybody on this forum. And certainly it's no Blizzard employee who has no idea about the game. So, the chance to destroy balance/gameplay instead of improving it is infinitely more likely to me. Look how Blizz ruined sc2 by changing something every second week. That is why most people who are into this game for some time will just plain say "no way" when you wanna talk balance/gameplay issues. | ||
ProMeTheus112
France2027 Posts
I think that it is possible to make good changes without being Bisu / Boxer / Savior, but it takes lots of work, careful and complete analysis and testing, and other things to actually be able to put it into the game and have people want to play it. That is why I think it would be interesting to talk about it, even if just for fun. But negative effects can be more likely like you said. The most dangerous being to see today's Blizzard modify the game lol. | ||
nanaoei
3358 Posts
when i hear people saying that they dislike the game (which i haven't, personally) i think about the idea and consequently think about the current influx of players. perhaps the current playerbase is older. expectations created from word of mouth and recommendations to play whether they're direct or indirect. they're small but important committments of figuring out how to make things work. resolution, fixes, connecting to servers, finding games (like the OP mentions). i would have worries that it's difficult to find chill players to talk and play with. people who are relatable (skill or otherwise) and truthfully won't find you overbearing to play/chat with. actually, i'm projecting some of my own concerns despite having played the game for many many years and being on iccup practice teams, ladder fiending on fish, and all that fine jazz. if i were a newbie, it'd be very daunting and i haven't even stepped into the game yet at this point. but for people to absolutely detest the game. like within your gut you hate it. burn it with fire, w/e. i don't understand. but my advice is to find a mentor who you like listening to and become an open vessel for advice, because there's a lot you can gain (enjoyment incl.) from playing a storied game like sc:bw. i remember going into all sorts of freestyle presentations deciding to share all things starcraft with a class that probably had no idea that it was the title to a game. it was embarassing but fulfilling. it was like a product i believed in, even if it was all a little naive. in my opinion (although i don't do it currently) you need to find people to laugh and play with. you know, people who -get- it. this is last generation's game and it shows sometimes, but there are a lot of hidden charms--especially for people who love clutch stuff and min/maxing. | ||
Avexyli
United States692 Posts
So, really it seems to be the peruvians just being rude on iccup. | ||
Thieving Magpie
United States6752 Posts
On December 28 2015 05:15 nanaoei wrote: i am primarily a solo ladder player in sc:bw, though i haven't picked it up in the last year or more. when i hear people saying that they dislike the game (which i haven't, personally) i think about the idea and consequently think about the current influx of players. perhaps the current playerbase is older. expectations created from word of mouth and recommendations to play whether they're direct or indirect. they're small but important committments of figuring out how to make things work. resolution, fixes, connecting to servers, finding games (like the OP mentions). i would have worries that it's difficult to find chill players to talk and play with. people who are relatable (skill or otherwise) and truthfully won't find you overbearing to play/chat with. actually, i'm projecting some of my own concerns despite having played the game for many many years and being on iccup practice teams, ladder fiending on fish, and all that fine jazz. if i were a newbie, it'd be very daunting and i haven't even stepped into the game yet at this point. but for people to absolutely detest the game. like within your gut you hate it. burn it with fire, w/e. i don't understand. but my advice is to find a mentor who you like listening to and become an open vessel for advice, because there's a lot you can gain (enjoyment incl.) from playing a storied game like sc:bw. i remember going into all sorts of freestyle presentations deciding to share all things starcraft with a class that probably had no idea that it was the title to a game. it was embarassing but fulfilling. it was like a product i believed in, even if it was all a little naive. in my opinion (although i don't do it currently) you need to find people to laugh and play with. you know, people who -get- it. this is last generation's game and it shows sometimes, but there are a lot of hidden charms--especially for people who love clutch stuff and min/maxing. Somewhere along "third party website," "high barrier of entry," and "requires minimum level of dexterity" is where people get frustrated the most. | ||
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BLinD-RawR
ALLEYCAT BLUES49650 Posts
On December 27 2015 15:28 Thieving Magpie wrote: Telling people they have to read a forum in order to make sense of a game is the opposite of transparency. The reason SC1 and BW is good is because the story of the campaign is good, and it gives you enough practice to click around the game. That way, when you log on to Bnet, you have some idea what you're expected to do. The fact that you have to go through paragraphs to explain to people how a scarab is shot is evidence that BW is too opaque. This is not necessarily bad, no need to become defensive about people pointing it out. to be fair, the reaver/scarabs are easily one of the most complex unit/mechanic in the game compared to a lot of other units which are pretty straight forward to understand how they work. | ||
Thieving Magpie
United States6752 Posts
On December 28 2015 13:56 BLinD-RawR wrote: Show nested quote + On December 27 2015 15:28 Thieving Magpie wrote: Telling people they have to read a forum in order to make sense of a game is the opposite of transparency. The reason SC1 and BW is good is because the story of the campaign is good, and it gives you enough practice to click around the game. That way, when you log on to Bnet, you have some idea what you're expected to do. The fact that you have to go through paragraphs to explain to people how a scarab is shot is evidence that BW is too opaque. This is not necessarily bad, no need to become defensive about people pointing it out. to be fair, the reaver/scarabs are easily one of the most complex unit/mechanic in the game compared to a lot of other units which are pretty straight forward to understand how they work. Like I said, its not bad to be opaque. Looking at chess pieces without reading a book/thread/teacher is not intuitive. Football is intuitive once you're told "don't use your hands" and basketball is intuitive when you're told you can't walk around while holding the ball, nor kick it. But NFL football is not intuitive at all. Golf? Intuitive. Nascar? Intuitive. Sprints? Intuitive. Etc... | ||
Jealous
10105 Posts
On December 27 2015 15:28 Thieving Magpie wrote: Telling people they have to read a forum in order to make sense of a game is the opposite of transparency. The reason SC1 and BW is good is because the story of the campaign is good, and it gives you enough practice to click around the game. That way, when you log on to Bnet, you have some idea what you're expected to do. The fact that you have to go through paragraphs to explain to people how a scarab is shot is evidence that BW is too opaque. This is not necessarily bad, no need to become defensive about people pointing it out. Telling people they have to read a forum in order to get better at a game is no different than getting a teacher/coach/training partner in real life. No one picks up a soccer ball and instantly understands team dynamics, how to apply curve to the ball, or how to do a rainbow. No one picks up a football and understands the hundreds of possible team plays, how to throw or kick the football properly. No one goes to the first day of class ready to take the final, they have to read a book, listen to lectures, etc. I could go on but you get the idea. The reason SC1 and BW are good is because the dice fell in such a manner that near-perfect racial balance was achieved between non-homogenous races. Compare this to WC2 where the two races are practically identical but everyone knows Orcs are stronger than Humans because of Bloodlust. This unique equilibrium, combined with the mechanical demands of macro and micro that have an impossibly high ceiling, and with the burgeoning Korean tech and economic scene in the 90's/00's led this game to become highly competitive and therefore thoroughly explored and understood. Because of this, the amount of information gathered and the reasons behind the perfection and viability of certain builds can only be understood through research. No one plays the campaign and comes up with Forge Fast Expand vs. Zerg. However, this is not a matter of transparency. All of the elements of pro play can be explained in a clear way that utilizes knowledge you get in the campaign, or can pull from single player play. A Forge under a Gateway makes a tight wall (this is the only place where I will admit there is a requirement for trial-and-error, because without that or research you will not know that buildings leave a certain amount of space on either side despite being forced into a box grid). Cannons are good against Zerglings, but only when they aren't exposed. Corsairs do AoE damage and are good against air units, and they move fast. When Zealots get +1, they can kill Zerglings who have 0 carapace in 1 hit less. That's simple math. All of these things are intuitive, or at least can be learned from basic play or logic. Combining them all into one cohesive build that has been perfected through thousands of hours of play and explained in a single A4 sheet is no different than hiring a tutor to explain to you how to solve a calculus problem. You know what math is, but you need someone to explain to you the higher echelons of it. Because let's face it, people aren't complaining about not being able to complete the campaign (although I get the impression that many of the people in this thread haven't even touched it, because they think that Marines don't have a shooting animation or whatever). They are complaining about not being able to compete with people who have some of this knowledge, from being taught by VODs, replays, and forums. A trained athlete will beat your average chump in his sport of choice the majority of the time. I don't have to go through paragraphs to explain how a Scarab works. I go through paragraphs of hypothetical situations to illustrate how to use Scarabs effectively, why this is effective, and why they were doing it wrong in the past. I can explain how Scarabs work in one sentence: Reavers fire Scarabs which home in on their ground-based enemy if they are readily accessible, dealing AoE damage on impact or expiring if they do not connect with their target after x time. This seems like common sense to me. Seems like something you'd learn in the campaign. However, some people don't understand why shooting a Scarab at a wall might make the Scarab not work, or why a Scarab has a hard time hitting a moving target, despite all of these things being logical and potentially understood through playing the campaign, as you said. Show me a game where shooting a homing missile at a wall still nets you a kill, and I'll show you a bad/unrealistic game. The reason I proffer defense is because these people make complaints about aspects of the game as if they are game-breaking, as if they are the reason these people quit playing this game. What's more hilarious is that they make these complaints on the very forum that they can search and read to get answers to their qualms. Instead of spending 2 minutes writing a post about how Scarabs are stupid, they could spend those 2 minutes searching and realize that in fact it is them as a player that is lacking, not the Scarab. I see it as a cop-out, an excuse to give up when the going gets tough. If people meet a wall, a problem, and say "fuck that, that's bullshit," and quit without putting any effort into investigating the issue or improving their understanding/play, those people aren't credible sources on what is or what is not in this game. Hundreds of thousands of people have overcome Scarab gripes, because they had a different attitude about it. I'm not here to give pats on the backs of quitters and tell them that they are right, that it is bullshit, that it is unfair. Because it isn't. On December 28 2015 09:40 Thieving Magpie wrote: Somewhere along "third party website," "high barrier of entry," and "requires minimum level of dexterity" is where people get frustrated the most. This is the truth. People are too used to having their diapers changed throughout a videogame nowadays. For example: + Show Spoiler + It tells you what buttons to press, in a fighting game. Granted this is a "cutscene" of sorts, but look at how COOL it is. Just pressing 3-4 buttons every 15 seconds makes it look like you've accomplished insanely complex combinations when really this guy doesn't even 4 star every exchange (and he died earlier in the video, btw; still gets 2.3 million views on YouTube and feels like a champ). In order to win the final exchange all he had to do was spam B faster than the computer's ~100 BPM. Congratulations, you beat Sasuke on hard mode. This is similar to certain FPS games where dogs jump on your neck and the game tells you to spam E or whatever in order to get it off. You're being baby-sat through the experience. They don't want anyone to die not knowing why they died or how to not die. The dog is more or less irrelevant as a result, maybe does 5% damage when you don't shoot it in time. This concept is further extrapolated to SC2 where units move fluidly and unrealistically over terrain and ergonomically in large balls. This is part of the reason why people have such a hard time moving from SC2 to BW; they have gotten pampered with unrealistically good AI/army movement, and now they expect it in other games as well. Obviously, casual gaming is the biggest criminal here. Having oversaturated the gaming market with easy, low-risk low-skill high-reward games, it has diluted people's willingness to struggle, suffer, and study a game. My mom said once, "Why does it have to be so hard? Games are supposed to be fun," about a different game. This is the mentality. Basically, people are casuals and tried a game that is not intended for casual players, got crushed and then complain about it on forums without knowing hardly anything about the game. That's why I defend. On December 28 2015 15:20 Thieving Magpie wrote: Show nested quote + On December 28 2015 13:56 BLinD-RawR wrote: On December 27 2015 15:28 Thieving Magpie wrote: Telling people they have to read a forum in order to make sense of a game is the opposite of transparency. The reason SC1 and BW is good is because the story of the campaign is good, and it gives you enough practice to click around the game. That way, when you log on to Bnet, you have some idea what you're expected to do. The fact that you have to go through paragraphs to explain to people how a scarab is shot is evidence that BW is too opaque. This is not necessarily bad, no need to become defensive about people pointing it out. to be fair, the reaver/scarabs are easily one of the most complex unit/mechanic in the game compared to a lot of other units which are pretty straight forward to understand how they work. Like I said, its not bad to be opaque. Looking at chess pieces without reading a book/thread/teacher is not intuitive. Football is intuitive once you're told "don't use your hands" and basketball is intuitive when you're told you can't walk around while holding the ball, nor kick it. But NFL football is not intuitive at all. Golf? Intuitive. Nascar? Intuitive. Sprints? Intuitive. Etc... Kicking a ball is intuitive. But if you've only kicked a ball and have had no outside influences, as you seem to desire, and decided to join your local soccer club, you will look like a fool. You have to know how to pass, leading pass, cross, not be off-sides, not pass off-sides, to stay in your area and not just chase the ball but at the same time know when to move up and back, when to pick a man, so on and so forth. Nothing at a competitive level is intuitive, until you train it to be so through practice and experience. Why should competitive StarCraft be any different? If they want to play 1v1 computer, they probably have the luxury of placing their Reaver wherever they goddamn well please. If they want to play 1v1 ICCup, they need to realize they have to learn something about the game before trying to be competitive at it, not complain on forums that it's bugged or whatever. Imagine if you joined a high school team and had that mentality. Let's assume that due to the circumstances you are allowed to be on the field (small school, let's say). You play against the enemy team, but for 10 minutes all you do is chase the ball down, because all you've ever done is play with yourself and kick the ball so that is what you will do. Coach takes you off and tells you you're playing like an idiot. "But I don't understand, I'm supposed to kick the ball! This is stupid, I quit," vs. "Coach, what can I do to get better?" It's the mentality. EDIT: The goal of golf, Nascar, and sprinting might be intuitive, but its acquisition is not. Have you ever tried to do a line drive in golf? You're not Happy Gilmore, you won't get it on your first or tenth or hundredth try; that number might decrease if someone teaches you proper form. Nascar? Tell me when constantly switching gears, pumping the brakes, navigating a track with a dozen other cars, knowing when to take a pitstop, and a multitude of other factors become intuitive. Surely it's not on your first practice lap. Sprints are close, but have you ever used a starting block? Granted I was young when I ran track, but jumping off the blocks was not the easiest thing in the world to grasp; it felt clumsy and forced. Then you get into breathing patterns, knee height, stride length vs. speed. As I said, nothing at a competitive level is intuitive until you've learned it and practiced it. | ||
Darkdwarf
Sweden960 Posts
On December 19 2015 12:02 trulojucreathrma.com wrote: How can you say that with a straight face? Obviously, any game is a zero sum game. For every winner you need a loser. Now that I think about it, I should have realized that a statement like this isn't intuitive to everyone. There's quite some inferior intellects out there, if you are a top intellect yourself. Only when I tried to write it down I actually realized it is not an easy problem to explain or to offer a proof. Maybe someone will come along that has more patience and can explain it to you. Let me prove you wrong. ======= Let's say that we have 10000 games played by 100 different players playing 100 games each. We start by assuming that 51 players win 51 games each (i.e. they have a 51% win ratio) ==> This is 2601 victories. The same 51 players lose 49 games each. ==> This is 2499 losses. We have 49 players left, and they need to provide 2399 victories and 2501 losses so that we get 10000 games played with 5000 victories and 5000 losses. 47 players win 49 games each (i.e. they have a 49% win ratio) ==> This is 2303 victories. The same 47 players lose 51 games each ==> This is 2397 losses 2 players win 48 games each (i.e. they have a 48% win ratio) ==> This is 96 victories. The same 2 players lose 52 games each. ==> This is 104 losses. ======= All of this adds up to 104+96+2397+2303+2499+2601=10000 games, 2601+2303+96=5000 victories, and 2499+2397+104=5000 losses. Thus we have a situation with 51 players having a 51% win ratio, 47 players with a 49% win ratio and 2 players with a 48% win ratio, disproving your statement. | ||
vOdToasT
Sweden2870 Posts
On December 27 2015 19:39 ProMeTheus112 wrote: Show nested quote + On December 27 2015 18:31 Scarbo wrote: On December 27 2015 17:32 Wray92 wrote: On December 27 2015 06:02 ProMeTheus112 wrote: so people do disagree about the scarab being a little broken! personally, if it was up to me I would make a change like this to the scarab : let it go through units and move towards center of target, as soon as it collides with any ennemy unit, explode slightly smaller AoE because even if you can manipulate it and overcome its defects etc, there is still quite a bit of luck involved in how big of a hit you get / whether you get a hit at all, and I personally don't like that. Also I think when it gets really good hits it is sometimes too strong. just my opinion though, still like them reavers! When in doubt, don't change anything. This is exactly what was so good about BW, and what's caused problems in SC2. Blizzard wouldn't come out to nerf flavor-of-the-month strategies, even if they looked unbeatable (like the Bisu build and Fantasy's mech TvZ did for a while. There were others, but they were all before I started watching). There were patches, but they were very infrequent and usually very minor. The game was what it was, and if there was some ridiculous strategy that looked imbalanced, it was the players' job to figure it out. This man speaks the truth. Nowadays developers are too eager to patch (because community crying). Anyone who played LoL knows how the music goes: pros start abusing a champ = champ gets nerfed = pros find the next champ to abuse. No depth can develop because the game changes so fast people are still figuring things out. Altough that's not why SC2 is bad, it sure is a bad trend in e-sports. I actually strongly/completely agree with this. I just happen to have this fantasy in my head, or this question, because it seems to be "impossible" to make a better game than BW, can BW itself be improved ? What are its flaws or limitations ? With more than a decade of play since the last patch, can we not think of how to make the game even deeper and more diverse with a bunch of changes ? I think they are interesting questions, even if the answers can be dangerous and bad. I believe that, if you give BW a bunch of changes mainly to some numbers, it should be possible to make more different strategies viable and to see units/upgrades we almost never see in game being used. A better game than BW is possible, but it should be a new RTS. In order to improve upon BW, we would have to change so many things that it wouldn't be recognizable as the same game any more, because changing one thing causes a new problem, which needs its own fix, which causes a new problem, which needs its own fix. I think that the successor to Brood War should have: - More races - More units - More tech paths, both for the core of your army, like bio and mech, and for which support units to get, like the choice between arbiters and carriers in PvT. - Micro in new ways. Abilities that have more interesting chronological and spatial aspects. Let's not settle for only a square which does damage over time - instead, we can have, for example, a circle which grows over time, and when re activated, causes damage to units inside. Also, normal attacks that have new properties. For example: unit auto attacks that can be dodged, and that will hit the first enemy that they come in to contact with, allowing players to block them with fodder units. All of the cool things about BW should still be here - we can still have things like psionic storm, for example. But we should have more than that in addition. - Macro in new ways. Zerg is unique because of hatcheries and larvae. Terran and Protoss also have minor but significant differences. Let's develop this further. For example, we can have a race which can only build one unit at a time. With more money, they instead build more expensive units. They could also have a unit which is expensive in money but comes out extremely fast, functioning as a money dump. (Later on in the game they could gain the ability to build 2 or 3 units at a time). - An economy that doesn't run out. Instead, the game should become more volatile, harder to control, and offense favoured with time to the eventual point of absurdity, to force matches to end. Bases could mine out, to allow for contains and starvation strategies, but return much later in the game. The point is that having a hard resource / time limit on games in un hype in my opinion. - An endgame that takes longer to reach. There should be more levels of technology to unlock, and the last one should be very rarely reached. - Maxing out should be slower, and rarer. The initial limit can be 200, but it should be possible to increase that limit by spending a lot of money. Again, it's about making the end game take more time to reach. A game like this will never be made with commercial interests, because the market for people who are willing to put in effort in to an unforgiving game is too small. Our best bet is a programming and animating team which is - Passionate about Brood War style RTS - Intelligent / Knowledgeable enough to pull it off - Funded by philanthropists It is, however, possible to make money by selling two games in one, one of which would be this game. If one game is a single player game with a good story, and the other one is this balls to the walls multi player game, then it could be profitable. WarCraft III proved this. Casual gamers played single player and custom games. Only a few played the normal multi player game. But it did sell well. I'm not in a hurry, though. I think that we can wait until Brood War is dead. Brood War is just fine. | ||
Jealous
10105 Posts
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lestye
United States4139 Posts
On December 29 2015 10:03 vOdToasT wrote: Show nested quote + On December 27 2015 19:39 ProMeTheus112 wrote: On December 27 2015 18:31 Scarbo wrote: On December 27 2015 17:32 Wray92 wrote: On December 27 2015 06:02 ProMeTheus112 wrote: so people do disagree about the scarab being a little broken! personally, if it was up to me I would make a change like this to the scarab : let it go through units and move towards center of target, as soon as it collides with any ennemy unit, explode slightly smaller AoE because even if you can manipulate it and overcome its defects etc, there is still quite a bit of luck involved in how big of a hit you get / whether you get a hit at all, and I personally don't like that. Also I think when it gets really good hits it is sometimes too strong. just my opinion though, still like them reavers! When in doubt, don't change anything. This is exactly what was so good about BW, and what's caused problems in SC2. Blizzard wouldn't come out to nerf flavor-of-the-month strategies, even if they looked unbeatable (like the Bisu build and Fantasy's mech TvZ did for a while. There were others, but they were all before I started watching). There were patches, but they were very infrequent and usually very minor. The game was what it was, and if there was some ridiculous strategy that looked imbalanced, it was the players' job to figure it out. This man speaks the truth. Nowadays developers are too eager to patch (because community crying). Anyone who played LoL knows how the music goes: pros start abusing a champ = champ gets nerfed = pros find the next champ to abuse. No depth can develop because the game changes so fast people are still figuring things out. Altough that's not why SC2 is bad, it sure is a bad trend in e-sports. I actually strongly/completely agree with this. I just happen to have this fantasy in my head, or this question, because it seems to be "impossible" to make a better game than BW, can BW itself be improved ? What are its flaws or limitations ? With more than a decade of play since the last patch, can we not think of how to make the game even deeper and more diverse with a bunch of changes ? I think they are interesting questions, even if the answers can be dangerous and bad. I believe that, if you give BW a bunch of changes mainly to some numbers, it should be possible to make more different strategies viable and to see units/upgrades we almost never see in game being used. A better game than BW is possible, but it should be a new RTS. I think that the successor to Brood War should have: - More races - More units It is, however, possible to make money by selling two games in one, one of which would be this game. If one game is a single player game with a good story, and the other one is this balls to the walls multi player game, then it could be profitable. WarCraft III proved this. Casual gamers played single player and custom games. Only a few played the normal multi player game. But it did sell well. I'm not in a hurry, though. I think that we can wait until Brood War is dead. Brood War is just fine. Adding more units and more races would make balance an absolute nightmare. Each new race and unit would make it a giant clusterfuck to balance. And I dont think your WC3 idea holds up, Warcraft III sold significantly less than Starcraft. With RTS being less and less popular, I can't see such an idea being that profitable when you could use the same resources to make a game in a popular genre and easier to balance. Most genres over the last 20 years have sold more, more, and more. The cost to make the games has also increased with that. RTS is one of those genres that hasn't actually grown at all when it comes to sales, which is telling of the genre. I dont see it happening in our lifetime. Ultimately who would make it? There's not a single person or team you can trust to make it reliably, and even if it was really good, RTS isn't really popular so would a competitive community stick around? Looking at RTSes on Steam...even the ones that are released in the last 2 years.... not gonna happen. | ||
Simberto
Germany11390 Posts
As someone who is not an oldschool BW player, i notice a lot of very archaic mechanics in the game. Now, the people who have played BW for 15+ years are used to them and even justify them as reasonable, as can be seen by Jealous in this thread. I am still not entirely convinced that that is not just some sort of Stockholm syndrome where you dealt with the weird shit for so long that you think it is actually a good idea. Maybe i am too casual for BW, but then i think most people who haven't played BW for ages are. To me, artificial barriers that stand between what i want units to do and what they actually do are just annoying, not some genius idea to display my leet APM. If i tell my units to go somewhere, i would like them to go there, instead of walking around in circles because they are stupid. Sure, i can combat that by telling them how to go there in exactly the specific way they like, which is way more complicated. To an oldschool BW player this might be mechanical complexity. To someone who is new to the game, it is just annoying archaic bad programming. If i want to build 5 tanks, why do i have to tell each factory to build one one after another? Maybe i am getting to old, but there are already enough stressful things for me to take care of during the game without it actively trying to misinterpret my orders and making me state them in a very specific way. A big problem is also that apperently the game simply isn't a lot of fun before you get good at it, which is highly problematic as it makes it unlikely for people like me to actually be interested in getting good at it. Of course, the simple answer is "Git gud", which makes you happy as you have established that you are now more hardcore than i am. It also means that soon, you will have problems finding new players to play. And a ladder system that requires everyone to crush a buttload of noobs at the start of a season is the last thing you want if you want to ever find new players. There are ladder systems that are a lot better at providing even matchups to everyone. As much as you might hate it, if you want BW to continue, you need to attract new players. And telling everyone that they are scrubs and they need to be better, then it will be fun, but first they need to lose 100+ games, will make most of them quit and just play something else. Being an elitist gatekeeper only letting in the "worthy" will not benefit you in the long run. | ||
ProMeTheus112
France2027 Posts
About the pathfinding, OK there are a few pathfinding bugs that are annoying like you said (though most of the pathfinding bugs are easy to get around, just click a few more times to get down a choke or hit stop if your goon stops responding, that's about it? most of the rest is just regular micro with a good collision/movement system that makes it possible to block/hamper units movements and getting in range or targetting things or spreading/positioning your forces can be done in multiple ways), but the thing is that it's not fair to focus on these flaws (which can be called "archaïc" as they pretty much are), because aside from that, the pathfinding and mechanics of battles in BW are actually... the best that you can find in any RTS (Warcraft 3 mechanics are very close and I would say in some ways a perfection of that system = without the bugs though there is I think less variety in types of movements), and they are a huge reason for the depth and quality of the game. So it's kind of hard to know how to reply to someone who criticizes it harshly, without acknowledging the qualities of the game that is lacked by other games such as SC2 because they oversimplified some mechanics. We must recognize what are actually flaws in BW, how bad they really are (how easy or not it is to get around them and the consequences at low and high level of play), and how good the rest really is. And when you talk or reply to someone especially on a forum you are not sure what they are trying to convey so we must try to keep an open mind and not necessarily assume they're trying to trash BW unfairly on purpose ![]() | ||
Scarbo
294 Posts
On December 29 2015 23:24 Simberto wrote: A big problem which can also be seen in this thread is the at least partial prevalence of an elitist attitude in the oldschool BW players. If the prevalent reaction to any complaint is some variation of "git gud scrub" or "l2p", a lot of players will simply decide to play another game instead. Which is probably not want you want, because if you want to keep on playing the game, you will need to make it attractive to new players, or you will have to deal with an ever shrinking playerbase, which once it falls under some critical level means you will have problems finding people to play with. As someone who is not an oldschool BW player, i notice a lot of very archaic mechanics in the game. Now, the people who have played BW for 15+ years are used to them and even justify them as reasonable, as can be seen by Jealous in this thread. I am still not entirely convinced that that is not just some sort of Stockholm syndrome where you dealt with the weird shit for so long that you think it is actually a good idea. Maybe i am too casual for BW, but then i think most people who haven't played BW for ages are. To me, artificial barriers that stand between what i want units to do and what they actually do are just annoying, not some genius idea to display my leet APM. If i tell my units to go somewhere, i would like them to go there, instead of walking around in circles because they are stupid. Sure, i can combat that by telling them how to go there in exactly the specific way they like, which is way more complicated. To an oldschool BW player this might be mechanical complexity. To someone who is new to the game, it is just annoying archaic bad programming. If i want to build 5 tanks, why do i have to tell each factory to build one one after another? Maybe i am getting to old, but there are already enough stressful things for me to take care of during the game without it actively trying to misinterpret my orders and making me state them in a very specific way. A big problem is also that apperently the game simply isn't a lot of fun before you get good at it, which is highly problematic as it makes it unlikely for people like me to actually be interested in getting good at it. Of course, the simple answer is "Git gud", which makes you happy as you have established that you are now more hardcore than i am. It also means that soon, you will have problems finding new players to play. And a ladder system that requires everyone to crush a buttload of noobs at the start of a season is the last thing you want if you want to ever find new players. There are ladder systems that are a lot better at providing even matchups to everyone. As much as you might hate it, if you want BW to continue, you need to attract new players. And telling everyone that they are scrubs and they need to be better, then it will be fun, but first they need to lose 100+ games, will make most of them quit and just play something else. Being an elitist gatekeeper only letting in the "worthy" will not benefit you in the long run. I understand where you're coming from but you have to appreciate a few things. First your example of the 5 factories is not a particularly good one. In SC2 you also have to press T (or whatever hotkey you use) 5 times to make 5 tanks. You can indeed select all 5 factories at once, on the other hand they butchered the UI so bad that the information of whether or not your factories are building something is a small white square at the bottom of the screen. You'd expect more from a modern game. The pathfinding is really retarded sometimes, granted. Only change I'd make is when you tell units to go somewhere impossible (blocked by other units, buildings or terrain) they would get as close as possible to the destination and stop, instead of running around like morons. Everything else I think it's fine. The thing you're missing though, in the words of Day9, is that BW is an inefficiency engine, meaning it's trying to fuck you up the entire time, and your job is to not let it. That's part of what makes a good **real time** strategy game. If you make it so everything repetitive is automatic then might as well make it turn based. Why not make it so production buildings have a switch where you can tell it to just build a specific unit continuously? So you don't have to macro anymore. I'm sure a lot of players are bummed that they have to keep making units over and over, this would certainly make them more interested in playing. You could automatize the larva injection in SC2 as well, or the building scarabs in BW. Certainly would help the slower players. The thing is there are already games made for those people, games like Civ 5 or Chess. Some people, like myself, enjoy the mechanical challenge. I've got an above average hand-eye coordination and am naturally attracted to games where this skill can give me an edge. I understand there are lots of people that don't, but that doesn't make me a nostalgic stockholm syndrom blind fanboy. It's just the way it is. | ||
Endymion
United States3701 Posts
On December 29 2015 13:15 Jealous wrote: ^ Hard to call it a "successor" to Brood War when it is so drastically different. I can't envision that stuff in Brood War at all. As you said, it'd just be a completely different game, no need to tie it with Brood War in any way besides genre. Some of the stuff you proposed sounds interesting, and some I'd never ever want to see in an RTS. That just goes to show how hard it is to make a game like Brood War. i think a "successor" to broodwar will build on the mechanics that made BW so amazing, being the scarcity of time for players in each game (and having to allocate APM/attention). SC2 and broodwar are basically different genres because they're so different in this regard.. | ||
Chef
10810 Posts
I really like Brood War and the way it plays; There's really very few things I'd change. The things I'd change are thing like make resource gathering more consistent so it's easier to make maps (left vs right geyser issues; the more severe mineral pathing issues). I would probably fix the glitch that freezes a unit until you hit stop (seems to happen almost exclusively with marines and dragoons when issuing certain commands very rapidly). I would fix the stack bug that sometimes makes units glitch on top of each other on a ramp. I would probably say you shouldn't be able to make a lurker perma cloaked using an arbiter even though it never comes up in a real game. So mostly things that are just annoying bugs or obviously not correct. But things like units getting confused around a Terran wall-in, while not intuitive, add strategic depth to the game that need not be removed. Not being able to multi select buildings adds a dimension of depth to the game where you can spend a lot of time thinking about good building placement. I would potentially say the ability to dictate what side of the building your unit appears on is a worthy improvement that SC2 had, again for the reason of creating balanced maps being easier. Stuff that messes with core gameplay is dumb though. I don't at all mind that vultures can shoot backwards, or that units occasionally get lost, or that getting your army up a ramp requires your attention. I think those are all cool aspects of the game that players utilize in interesting and creative ways, and many of them play a good part in the balance of the game. Same with inconsistent unit and building sizes and the way they make walls. Yes it's confusing to the person who has played only 20 games of StarCraft and doesn't know why their wall doesn't work. But it's one of those elements in StarCraft that is fun to learn about, and what ultimately really satisfies so many StarCraft nerds the world over; you're rewarded for studying and analysing the game, playing what's different. You also have plenty of opportunity to avoid the things you're less clear on. Learning that supply depot over barracks is ling tight, but barracks over supply depot is not is not anymore arcane and weird than learning marines lose ten hp for using stim packs, or siege tanks will splash damage your allied units but lurkers won't, or every unit has it's own special damage type and the only way to learn them is by looking at the manual. Or that units always prioritize military units over peons, or any number of random things that make up the rules of a game which is beloved for its complexity and depth, its wow factor of "I didn't know you could do that!" where even people who've been playing for ten years will be surprised its possible to select a type of unit by its wire-frame, or hit space to see the last transmission. You don't need to know every rule to have fun and enjoy the game, that's kind of what makes video games cool for a lot of people. Just discover as you play. Of all games, StarCraft was not one you learn and then move onto the next one because you've mastered it. The fact that there's always something to learn, and there isn't only one way to improve like just to be faster and make less mistakes, is a virtue. When you just know something your opponent doesn't, and they know something you don't, it's really a satisfying dynamic that creates individual play styles at all levels. I can think of very few games I can say that about, let alone when they've been around so long. Muta stack with magic boxes being discovered after like 6 years of professional play is one hilarious and wonderful example. Muta micro vs scourge another really interesting, but to the novice confusing and difficult, development that happened way into Brood War's life. And also a crowd pleaser, due to the technical proficiency required even of pros to do it consistently. Try explaining the chinese triangle method to someone who has played for five years, and it's still confusing and mystical. Something to try to get good at. Man I could rant forever about Brood War. Modernize it to be easier to master and memorise the ins and outs, and it's just not Brood War anymore. I really don't think that means its inaccessible, it just means someone playing for 3 months is not likely to beat someone whose played 2 years, or 2 years vs someone who played for 6 years. And like... why do you expect that. You don't think 1dan can beat 9dan, 9dan can beat 3p. 900 rating can beat 1400. 1400 can beat 2200. The dedication to get to those levels is measured in years and decades. That's why it doesn't sound that weird when BW is given the honour of being compared to such games. I want to be able to coordinate a giant army, keep macro running, think about strategy, and keep track of what my opponent is doing. I want to be able to plan 10 moves ahead. Okay, it's not easy, and you need to memorise a lot of weird little things to have any hope of doing it. If you're not a nerd you probably won't have fun. Intellectual games were made for nerds. | ||
Simberto
Germany11390 Posts
On December 30 2015 01:01 Scarbo wrote: + Show Spoiler + On December 29 2015 23:24 Simberto wrote: A big problem which can also be seen in this thread is the at least partial prevalence of an elitist attitude in the oldschool BW players. If the prevalent reaction to any complaint is some variation of "git gud scrub" or "l2p", a lot of players will simply decide to play another game instead. Which is probably not want you want, because if you want to keep on playing the game, you will need to make it attractive to new players, or you will have to deal with an ever shrinking playerbase, which once it falls under some critical level means you will have problems finding people to play with. As someone who is not an oldschool BW player, i notice a lot of very archaic mechanics in the game. Now, the people who have played BW for 15+ years are used to them and even justify them as reasonable, as can be seen by Jealous in this thread. I am still not entirely convinced that that is not just some sort of Stockholm syndrome where you dealt with the weird shit for so long that you think it is actually a good idea. Maybe i am too casual for BW, but then i think most people who haven't played BW for ages are. To me, artificial barriers that stand between what i want units to do and what they actually do are just annoying, not some genius idea to display my leet APM. If i tell my units to go somewhere, i would like them to go there, instead of walking around in circles because they are stupid. Sure, i can combat that by telling them how to go there in exactly the specific way they like, which is way more complicated. To an oldschool BW player this might be mechanical complexity. To someone who is new to the game, it is just annoying archaic bad programming. If i want to build 5 tanks, why do i have to tell each factory to build one one after another? Maybe i am getting to old, but there are already enough stressful things for me to take care of during the game without it actively trying to misinterpret my orders and making me state them in a very specific way. A big problem is also that apperently the game simply isn't a lot of fun before you get good at it, which is highly problematic as it makes it unlikely for people like me to actually be interested in getting good at it. Of course, the simple answer is "Git gud", which makes you happy as you have established that you are now more hardcore than i am. It also means that soon, you will have problems finding new players to play. And a ladder system that requires everyone to crush a buttload of noobs at the start of a season is the last thing you want if you want to ever find new players. There are ladder systems that are a lot better at providing even matchups to everyone. As much as you might hate it, if you want BW to continue, you need to attract new players. And telling everyone that they are scrubs and they need to be better, then it will be fun, but first they need to lose 100+ games, will make most of them quit and just play something else. Being an elitist gatekeeper only letting in the "worthy" will not benefit you in the long run. I understand where you're coming from but you have to appreciate a few things. First your example of the 5 factories is not a particularly good one. In SC2 you also have to press T (or whatever hotkey you use) 5 times to make 5 tanks. You can indeed select all 5 factories at once, on the other hand they butchered the UI so bad that the information of whether or not your factories are building something is a small white square at the bottom of the screen. You'd expect more from a modern game. The pathfinding is really retarded sometimes, granted. Only change I'd make is when you tell units to go somewhere impossible (blocked by other units, buildings or terrain) they would get as close as possible to the destination and stop, instead of running around like morons. Everything else I think it's fine. The thing you're missing though, in the words of Day9, is that BW is an inefficiency engine, meaning it's trying to fuck you up the entire time, and your job is to not let it. That's part of what makes a good **real time** strategy game. If you make it so everything repetitive is automatic then might as well make it turn based. Why not make it so production buildings have a switch where you can tell it to just build a specific unit continuously? So you don't have to macro anymore. I'm sure a lot of players are bummed that they have to keep making units over and over, this would certainly make them more interested in playing. You could automatize the larva injection in SC2 as well, or the building scarabs in BW. Certainly would help the slower players. The thing is there are already games made for those people, games like Civ 5 or Chess. Some people, like myself, enjoy the mechanical challenge. I've got an above average hand-eye coordination and am naturally attracted to games where this skill can give me an edge. I understand there are lots of people that don't, but that doesn't make me a nostalgic stockholm syndrom blind fanboy. It's just the way it is. Ok, i guess in that case the main problem (for me) is that that concept simply does not appeal to me. I dislike the idea of artificial mechanical barriers, to me the ideal interface is one where i think about what i want to happen, and then it happens, making the whole thing about the quality of the decisions as opposed of my trained capability of not fucking up large amounts of different things at once. I hate being in a situation where i know what the correct response to a given situation is, but i can't make the game do it in time due to interface constraints. This is also the first time if have heard of BW being talked about like that, usually the discussions are about the depth of strategy and so on, with the mechanics basically being something you need to deal with to reach that juicy core of strategy below it, as opposed to the main meat of the game being the mechanics and the struggle with a computer just reacting very weirdly to inputs so you have to learn many very specific things to do at once in an "inefficiency engine" I still think that it is possible to have a game that is based on real time decision making and adapting your strategy to the changing situation without putting artifical APM wasters in the way of it to fuel your "inefficiency engine". To me, a lot of the BW style mechanics are something that is in the way of the fun of the game, which would be thinking about strategies, but apparently to you those (to me) annoying useless interface complexities are what you actually want. | ||
Thieving Magpie
United States6752 Posts
On December 29 2015 05:22 Jealous wrote: Show nested quote + On December 27 2015 15:28 Thieving Magpie wrote: Telling people they have to read a forum in order to make sense of a game is the opposite of transparency. The reason SC1 and BW is good is because the story of the campaign is good, and it gives you enough practice to click around the game. That way, when you log on to Bnet, you have some idea what you're expected to do. The fact that you have to go through paragraphs to explain to people how a scarab is shot is evidence that BW is too opaque. This is not necessarily bad, no need to become defensive about people pointing it out. Telling people they have to read a forum in order to get better at a game is no different than getting a teacher/coach/training partner in real life. No one picks up a soccer ball and instantly understands team dynamics, how to apply curve to the ball, or how to do a rainbow. No one picks up a football and understands the hundreds of possible team plays, how to throw or kick the football properly. No one goes to the first day of class ready to take the final, they have to read a book, listen to lectures, etc. I could go on but you get the idea. The reason SC1 and BW are good is because the dice fell in such a manner that near-perfect racial balance was achieved between non-homogenous races. Compare this to WC2 where the two races are practically identical but everyone knows Orcs are stronger than Humans because of Bloodlust. This unique equilibrium, combined with the mechanical demands of macro and micro that have an impossibly high ceiling, and with the burgeoning Korean tech and economic scene in the 90's/00's led this game to become highly competitive and therefore thoroughly explored and understood. Because of this, the amount of information gathered and the reasons behind the perfection and viability of certain builds can only be understood through research. No one plays the campaign and comes up with Forge Fast Expand vs. Zerg. However, this is not a matter of transparency. All of the elements of pro play can be explained in a clear way that utilizes knowledge you get in the campaign, or can pull from single player play. A Forge under a Gateway makes a tight wall (this is the only place where I will admit there is a requirement for trial-and-error, because without that or research you will not know that buildings leave a certain amount of space on either side despite being forced into a box grid). Cannons are good against Zerglings, but only when they aren't exposed. Corsairs do AoE damage and are good against air units, and they move fast. When Zealots get +1, they can kill Zerglings who have 0 carapace in 1 hit less. That's simple math. All of these things are intuitive, or at least can be learned from basic play or logic. Combining them all into one cohesive build that has been perfected through thousands of hours of play and explained in a single A4 sheet is no different than hiring a tutor to explain to you how to solve a calculus problem. You know what math is, but you need someone to explain to you the higher echelons of it. Because let's face it, people aren't complaining about not being able to complete the campaign (although I get the impression that many of the people in this thread haven't even touched it, because they think that Marines don't have a shooting animation or whatever). They are complaining about not being able to compete with people who have some of this knowledge, from being taught by VODs, replays, and forums. A trained athlete will beat your average chump in his sport of choice the majority of the time. I don't have to go through paragraphs to explain how a Scarab works. I go through paragraphs of hypothetical situations to illustrate how to use Scarabs effectively, why this is effective, and why they were doing it wrong in the past. I can explain how Scarabs work in one sentence: Reavers fire Scarabs which home in on their ground-based enemy if they are readily accessible, dealing AoE damage on impact or expiring if they do not connect with their target after x time. This seems like common sense to me. Seems like something you'd learn in the campaign. However, some people don't understand why shooting a Scarab at a wall might make the Scarab not work, or why a Scarab has a hard time hitting a moving target, despite all of these things being logical and potentially understood through playing the campaign, as you said. Show me a game where shooting a homing missile at a wall still nets you a kill, and I'll show you a bad/unrealistic game. The reason I proffer defense is because these people make complaints about aspects of the game as if they are game-breaking, as if they are the reason these people quit playing this game. What's more hilarious is that they make these complaints on the very forum that they can search and read to get answers to their qualms. Instead of spending 2 minutes writing a post about how Scarabs are stupid, they could spend those 2 minutes searching and realize that in fact it is them as a player that is lacking, not the Scarab. I see it as a cop-out, an excuse to give up when the going gets tough. If people meet a wall, a problem, and say "fuck that, that's bullshit," and quit without putting any effort into investigating the issue or improving their understanding/play, those people aren't credible sources on what is or what is not in this game. Hundreds of thousands of people have overcome Scarab gripes, because they had a different attitude about it. I'm not here to give pats on the backs of quitters and tell them that they are right, that it is bullshit, that it is unfair. Because it isn't. Show nested quote + On December 28 2015 09:40 Thieving Magpie wrote: Somewhere along "third party website," "high barrier of entry," and "requires minimum level of dexterity" is where people get frustrated the most. This is the truth. People are too used to having their diapers changed throughout a videogame nowadays. For example: + Show Spoiler + https://youtu.be/pr1Zq_QRQMU?t=3m25s It tells you what buttons to press, in a fighting game. Granted this is a "cutscene" of sorts, but look at how COOL it is. Just pressing 3-4 buttons every 15 seconds makes it look like you've accomplished insanely complex combinations when really this guy doesn't even 4 star every exchange (and he died earlier in the video, btw; still gets 2.3 million views on YouTube and feels like a champ). In order to win the final exchange all he had to do was spam B faster than the computer's ~100 BPM. Congratulations, you beat Sasuke on hard mode. This is similar to certain FPS games where dogs jump on your neck and the game tells you to spam E or whatever in order to get it off. You're being baby-sat through the experience. They don't want anyone to die not knowing why they died or how to not die. The dog is more or less irrelevant as a result, maybe does 5% damage when you don't shoot it in time. This concept is further extrapolated to SC2 where units move fluidly and unrealistically over terrain and ergonomically in large balls. This is part of the reason why people have such a hard time moving from SC2 to BW; they have gotten pampered with unrealistically good AI/army movement, and now they expect it in other games as well. Obviously, casual gaming is the biggest criminal here. Having oversaturated the gaming market with easy, low-risk low-skill high-reward games, it has diluted people's willingness to struggle, suffer, and study a game. My mom said once, "Why does it have to be so hard? Games are supposed to be fun," about a different game. This is the mentality. Basically, people are casuals and tried a game that is not intended for casual players, got crushed and then complain about it on forums without knowing hardly anything about the game. That's why I defend. Show nested quote + On December 28 2015 15:20 Thieving Magpie wrote: On December 28 2015 13:56 BLinD-RawR wrote: On December 27 2015 15:28 Thieving Magpie wrote: Telling people they have to read a forum in order to make sense of a game is the opposite of transparency. The reason SC1 and BW is good is because the story of the campaign is good, and it gives you enough practice to click around the game. That way, when you log on to Bnet, you have some idea what you're expected to do. The fact that you have to go through paragraphs to explain to people how a scarab is shot is evidence that BW is too opaque. This is not necessarily bad, no need to become defensive about people pointing it out. to be fair, the reaver/scarabs are easily one of the most complex unit/mechanic in the game compared to a lot of other units which are pretty straight forward to understand how they work. Like I said, its not bad to be opaque. Looking at chess pieces without reading a book/thread/teacher is not intuitive. Football is intuitive once you're told "don't use your hands" and basketball is intuitive when you're told you can't walk around while holding the ball, nor kick it. But NFL football is not intuitive at all. Golf? Intuitive. Nascar? Intuitive. Sprints? Intuitive. Etc... Kicking a ball is intuitive. But if you've only kicked a ball and have had no outside influences, as you seem to desire, and decided to join your local soccer club, you will look like a fool. You have to know how to pass, leading pass, cross, not be off-sides, not pass off-sides, to stay in your area and not just chase the ball but at the same time know when to move up and back, when to pick a man, so on and so forth. Nothing at a competitive level is intuitive, until you train it to be so through practice and experience. Why should competitive StarCraft be any different? If they want to play 1v1 computer, they probably have the luxury of placing their Reaver wherever they goddamn well please. If they want to play 1v1 ICCup, they need to realize they have to learn something about the game before trying to be competitive at it, not complain on forums that it's bugged or whatever. Imagine if you joined a high school team and had that mentality. Let's assume that due to the circumstances you are allowed to be on the field (small school, let's say). You play against the enemy team, but for 10 minutes all you do is chase the ball down, because all you've ever done is play with yourself and kick the ball so that is what you will do. Coach takes you off and tells you you're playing like an idiot. "But I don't understand, I'm supposed to kick the ball! This is stupid, I quit," vs. "Coach, what can I do to get better?" It's the mentality. EDIT: The goal of golf, Nascar, and sprinting might be intuitive, but its acquisition is not. Have you ever tried to do a line drive in golf? You're not Happy Gilmore, you won't get it on your first or tenth or hundredth try; that number might decrease if someone teaches you proper form. Nascar? Tell me when constantly switching gears, pumping the brakes, navigating a track with a dozen other cars, knowing when to take a pitstop, and a multitude of other factors become intuitive. Surely it's not on your first practice lap. Sprints are close, but have you ever used a starting block? Granted I was young when I ran track, but jumping off the blocks was not the easiest thing in the world to grasp; it felt clumsy and forced. Then you get into breathing patterns, knee height, stride length vs. speed. As I said, nothing at a competitive level is intuitive until you've learned it and practiced it. You don't have to explain yourself to me. As I said, it doesn't really matter how transparent the game is. But do know that being transparent is not about how easy a game is to master. Golf is intuitive because it's just about hitting balls really far into a tiny hole. Sure you don't master *how* to do it, but you could figure out a lot on your own without a teacher. With nascar it's easy to see that all you have to do is drive in circles for hours on end--the details such as put stops, wind resistance, clutch control, etc... Those are things you can master once you're playing the game. That's what is meant by transparency. Workers don't mine when they're made--why? You can select many units, but only one building--why? Etc... Those aren't "bad" aspects of the game--but it's definitely a question I've had to answer and argue over when introducing the game to others. Why is my unit stuck between pylons? "He only gets out on that side of the gateway, you should have put your pylons somewhere else" What does creep do? "Nothing" But it's everywhere. "I know, ignore it" Etc... People don't really ask these questions in SC2. Because a lot of what other games do, SC2 does as well. The questions in SC2 is "what unit does well against that? What should I make? Etc..." Could SC2 be more user friendly? Yeah, it could be clash of clans. The point is, you don't have to defend BW's honor if people don't like it. | ||
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2Pacalypse-
Croatia9487 Posts
On December 30 2015 01:26 Simberto wrote: + Show Spoiler + On December 30 2015 01:01 Scarbo wrote: + Show Spoiler + On December 29 2015 23:24 Simberto wrote: A big problem which can also be seen in this thread is the at least partial prevalence of an elitist attitude in the oldschool BW players. If the prevalent reaction to any complaint is some variation of "git gud scrub" or "l2p", a lot of players will simply decide to play another game instead. Which is probably not want you want, because if you want to keep on playing the game, you will need to make it attractive to new players, or you will have to deal with an ever shrinking playerbase, which once it falls under some critical level means you will have problems finding people to play with. As someone who is not an oldschool BW player, i notice a lot of very archaic mechanics in the game. Now, the people who have played BW for 15+ years are used to them and even justify them as reasonable, as can be seen by Jealous in this thread. I am still not entirely convinced that that is not just some sort of Stockholm syndrome where you dealt with the weird shit for so long that you think it is actually a good idea. Maybe i am too casual for BW, but then i think most people who haven't played BW for ages are. To me, artificial barriers that stand between what i want units to do and what they actually do are just annoying, not some genius idea to display my leet APM. If i tell my units to go somewhere, i would like them to go there, instead of walking around in circles because they are stupid. Sure, i can combat that by telling them how to go there in exactly the specific way they like, which is way more complicated. To an oldschool BW player this might be mechanical complexity. To someone who is new to the game, it is just annoying archaic bad programming. If i want to build 5 tanks, why do i have to tell each factory to build one one after another? Maybe i am getting to old, but there are already enough stressful things for me to take care of during the game without it actively trying to misinterpret my orders and making me state them in a very specific way. A big problem is also that apperently the game simply isn't a lot of fun before you get good at it, which is highly problematic as it makes it unlikely for people like me to actually be interested in getting good at it. Of course, the simple answer is "Git gud", which makes you happy as you have established that you are now more hardcore than i am. It also means that soon, you will have problems finding new players to play. And a ladder system that requires everyone to crush a buttload of noobs at the start of a season is the last thing you want if you want to ever find new players. There are ladder systems that are a lot better at providing even matchups to everyone. As much as you might hate it, if you want BW to continue, you need to attract new players. And telling everyone that they are scrubs and they need to be better, then it will be fun, but first they need to lose 100+ games, will make most of them quit and just play something else. Being an elitist gatekeeper only letting in the "worthy" will not benefit you in the long run. I understand where you're coming from but you have to appreciate a few things. First your example of the 5 factories is not a particularly good one. In SC2 you also have to press T (or whatever hotkey you use) 5 times to make 5 tanks. You can indeed select all 5 factories at once, on the other hand they butchered the UI so bad that the information of whether or not your factories are building something is a small white square at the bottom of the screen. You'd expect more from a modern game. The pathfinding is really retarded sometimes, granted. Only change I'd make is when you tell units to go somewhere impossible (blocked by other units, buildings or terrain) they would get as close as possible to the destination and stop, instead of running around like morons. Everything else I think it's fine. The thing you're missing though, in the words of Day9, is that BW is an inefficiency engine, meaning it's trying to fuck you up the entire time, and your job is to not let it. That's part of what makes a good **real time** strategy game. If you make it so everything repetitive is automatic then might as well make it turn based. Why not make it so production buildings have a switch where you can tell it to just build a specific unit continuously? So you don't have to macro anymore. I'm sure a lot of players are bummed that they have to keep making units over and over, this would certainly make them more interested in playing. You could automatize the larva injection in SC2 as well, or the building scarabs in BW. Certainly would help the slower players. The thing is there are already games made for those people, games like Civ 5 or Chess. Some people, like myself, enjoy the mechanical challenge. I've got an above average hand-eye coordination and am naturally attracted to games where this skill can give me an edge. I understand there are lots of people that don't, but that doesn't make me a nostalgic stockholm syndrom blind fanboy. It's just the way it is. Ok, i guess in that case the main problem (for me) is that that concept simply does not appeal to me. I dislike the idea of artificial mechanical barriers, to me the ideal interface is one where i think about what i want to happen, and then it happens, making the whole thing about the quality of the decisions as opposed of my trained capability of not fucking up large amounts of different things at once. I hate being in a situation where i know what the correct response to a given situation is, but i can't make the game do it in time due to interface constraints. This is also the first time if have heard of BW being talked about like that, usually the discussions are about the depth of strategy and so on, with the mechanics basically being something you need to deal with to reach that juicy core of strategy below it, as opposed to the main meat of the game being the mechanics and the struggle with a computer just reacting very weirdly to inputs so you have to learn many very specific things to do at once in an "inefficiency engine" I still think that it is possible to have a game that is based on real time decision making and adapting your strategy to the changing situation without putting artifical APM wasters in the way of it to fuel your "inefficiency engine". To me, a lot of the BW style mechanics are something that is in the way of the fun of the game, which would be thinking about strategies, but apparently to you those (to me) annoying useless interface complexities are what you actually want. You throw the word "artificial" around like there's some other kind of "APM wasters". Everything is artificial; it's a scale that can be balanced based on what kind of a game you want. On one side you have turn-based games, which don't require any mechanical skill and on other side, you have something like Warcraft 2, which have a lot of mechanical demands (and yes, there are still people who play and enjoy Warcraft 2). Saying you prefer one kind of an "APM waster" (larva injection in SC2) over another (telling workers to mine minerals manually in BW) is pretty much meaningless. BW has a good balance between mechanical demands and "wanting things to happen, and then they happen", which millions of people have enjoyed and loved. It's obvious you prefer something that's leaning more towards the turn-based games and with less mechanical demands, but that is highly subjective matter and doesn't answer the question "which way is better?". | ||
Thieving Magpie
United States6752 Posts
On December 30 2015 02:08 2Pacalypse- wrote: Show nested quote + On December 30 2015 01:26 Simberto wrote: + Show Spoiler + On December 30 2015 01:01 Scarbo wrote: + Show Spoiler + On December 29 2015 23:24 Simberto wrote: A big problem which can also be seen in this thread is the at least partial prevalence of an elitist attitude in the oldschool BW players. If the prevalent reaction to any complaint is some variation of "git gud scrub" or "l2p", a lot of players will simply decide to play another game instead. Which is probably not want you want, because if you want to keep on playing the game, you will need to make it attractive to new players, or you will have to deal with an ever shrinking playerbase, which once it falls under some critical level means you will have problems finding people to play with. As someone who is not an oldschool BW player, i notice a lot of very archaic mechanics in the game. Now, the people who have played BW for 15+ years are used to them and even justify them as reasonable, as can be seen by Jealous in this thread. I am still not entirely convinced that that is not just some sort of Stockholm syndrome where you dealt with the weird shit for so long that you think it is actually a good idea. Maybe i am too casual for BW, but then i think most people who haven't played BW for ages are. To me, artificial barriers that stand between what i want units to do and what they actually do are just annoying, not some genius idea to display my leet APM. If i tell my units to go somewhere, i would like them to go there, instead of walking around in circles because they are stupid. Sure, i can combat that by telling them how to go there in exactly the specific way they like, which is way more complicated. To an oldschool BW player this might be mechanical complexity. To someone who is new to the game, it is just annoying archaic bad programming. If i want to build 5 tanks, why do i have to tell each factory to build one one after another? Maybe i am getting to old, but there are already enough stressful things for me to take care of during the game without it actively trying to misinterpret my orders and making me state them in a very specific way. A big problem is also that apperently the game simply isn't a lot of fun before you get good at it, which is highly problematic as it makes it unlikely for people like me to actually be interested in getting good at it. Of course, the simple answer is "Git gud", which makes you happy as you have established that you are now more hardcore than i am. It also means that soon, you will have problems finding new players to play. And a ladder system that requires everyone to crush a buttload of noobs at the start of a season is the last thing you want if you want to ever find new players. There are ladder systems that are a lot better at providing even matchups to everyone. As much as you might hate it, if you want BW to continue, you need to attract new players. And telling everyone that they are scrubs and they need to be better, then it will be fun, but first they need to lose 100+ games, will make most of them quit and just play something else. Being an elitist gatekeeper only letting in the "worthy" will not benefit you in the long run. I understand where you're coming from but you have to appreciate a few things. First your example of the 5 factories is not a particularly good one. In SC2 you also have to press T (or whatever hotkey you use) 5 times to make 5 tanks. You can indeed select all 5 factories at once, on the other hand they butchered the UI so bad that the information of whether or not your factories are building something is a small white square at the bottom of the screen. You'd expect more from a modern game. The pathfinding is really retarded sometimes, granted. Only change I'd make is when you tell units to go somewhere impossible (blocked by other units, buildings or terrain) they would get as close as possible to the destination and stop, instead of running around like morons. Everything else I think it's fine. The thing you're missing though, in the words of Day9, is that BW is an inefficiency engine, meaning it's trying to fuck you up the entire time, and your job is to not let it. That's part of what makes a good **real time** strategy game. If you make it so everything repetitive is automatic then might as well make it turn based. Why not make it so production buildings have a switch where you can tell it to just build a specific unit continuously? So you don't have to macro anymore. I'm sure a lot of players are bummed that they have to keep making units over and over, this would certainly make them more interested in playing. You could automatize the larva injection in SC2 as well, or the building scarabs in BW. Certainly would help the slower players. The thing is there are already games made for those people, games like Civ 5 or Chess. Some people, like myself, enjoy the mechanical challenge. I've got an above average hand-eye coordination and am naturally attracted to games where this skill can give me an edge. I understand there are lots of people that don't, but that doesn't make me a nostalgic stockholm syndrom blind fanboy. It's just the way it is. Ok, i guess in that case the main problem (for me) is that that concept simply does not appeal to me. I dislike the idea of artificial mechanical barriers, to me the ideal interface is one where i think about what i want to happen, and then it happens, making the whole thing about the quality of the decisions as opposed of my trained capability of not fucking up large amounts of different things at once. I hate being in a situation where i know what the correct response to a given situation is, but i can't make the game do it in time due to interface constraints. This is also the first time if have heard of BW being talked about like that, usually the discussions are about the depth of strategy and so on, with the mechanics basically being something you need to deal with to reach that juicy core of strategy below it, as opposed to the main meat of the game being the mechanics and the struggle with a computer just reacting very weirdly to inputs so you have to learn many very specific things to do at once in an "inefficiency engine" I still think that it is possible to have a game that is based on real time decision making and adapting your strategy to the changing situation without putting artifical APM wasters in the way of it to fuel your "inefficiency engine". To me, a lot of the BW style mechanics are something that is in the way of the fun of the game, which would be thinking about strategies, but apparently to you those (to me) annoying useless interface complexities are what you actually want. You throw the word "artificial" around like there's some other kind of "APM wasters". Everything is artificial; it's a scale that can be balanced based on what kind of a game you want. On one side you have turn-based games, which don't require any mechanical skill and on other side, you have something like Warcraft 2, which have a lot of mechanical demands (and yes, there are still people who play and enjoy Warcraft 2). Saying you prefer one kind of an "APM waster" (larva injection in SC2) over another (telling workers to mine minerals manually in BW) is pretty much meaningless. BW has a good balance between mechanical demands and "wanting things to happen, and then they happen", which millions of people have enjoyed and loved. It's obvious you prefer something that's leaning more towards the turn-based games and with less mechanical demands, but that is highly subjective matter and doesn't answer the question "which way is better?". Just for context: most complaints by new players about SC2 is that it's too mechanically demanding for non-strategy decisions and they want those thing more automated--like injects, supply, etc... It's only SC2 elites who talk down to new players that they just need to inject better and not get supply blocked. | ||
Miragee
8458 Posts
On December 30 2015 01:58 Thieving Magpie wrote: Workers don't mine when they're made--why? You can select many units, but only one building--why? Etc... Those aren't "bad" aspects of the game--but it's definitely a question I've had to answer and argue over when introducing the game to others. Why is my unit stuck between pylons? "He only gets out on that side of the gateway, you should have put your pylons somewhere else" What does creep do? "Nothing" But it's everywhere. "I know, ignore it" Etc... People don't really ask these questions in SC2. Because a lot of what other games do, SC2 does as well. The questions in SC2 is "what unit does well against that? What should I make? Etc..." Could SC2 be more user friendly? Yeah, it could be clash of clans. The point is, you don't have to defend BW's honor if people don't like it. I'm just cherry-picking here but not all your examples are true. Workers don't mine when they are made is true for every unit and pretty intuitive: No unit does anything without your command. It's as easy as that. Creep does let you build buildings as a zerg and prevents the enemy from building buildings so it does something. It even teaches you that in the campaign if I remember correctly. Not arguing against anything you said, just correcting a few things. | ||
Thieving Magpie
United States6752 Posts
On December 30 2015 02:24 Miragee wrote: Show nested quote + On December 30 2015 01:58 Thieving Magpie wrote: Workers don't mine when they're made--why? You can select many units, but only one building--why? Etc... Those aren't "bad" aspects of the game--but it's definitely a question I've had to answer and argue over when introducing the game to others. Why is my unit stuck between pylons? "He only gets out on that side of the gateway, you should have put your pylons somewhere else" What does creep do? "Nothing" But it's everywhere. "I know, ignore it" Etc... People don't really ask these questions in SC2. Because a lot of what other games do, SC2 does as well. The questions in SC2 is "what unit does well against that? What should I make? Etc..." Could SC2 be more user friendly? Yeah, it could be clash of clans. The point is, you don't have to defend BW's honor if people don't like it. I'm just cherry-picking here but not all your examples are true. Workers don't mine when they are made is true for every unit and pretty intuitive: No unit does anything without your command. It's as easy as that. Creep does let you build buildings as a zerg and prevents the enemy from building buildings so it does something. It even teaches you that in the campaign if I remember correctly. Not arguing against anything you said, just correcting a few things. The worker thing is actually a societal issue. C&C, Dune 2, Warcraft 3, age of empires, etc... All of them have some automation in regards to those things. Which is why I usually have to answer it. They'd say things like "but harvesters just mine if something is nearby, the minerals are right there." Creep is usually discussed as being like concrete slabs that don't speed up movement. They just assume that if buildings need them that that means units need them too. It's not really about the specific issues, just on what I actually get asked. It's about the broader space inhabited by the game, and not the game itself. | ||
Simberto
Germany11390 Posts
On December 30 2015 02:08 2Pacalypse- wrote: Show nested quote + On December 30 2015 01:26 Simberto wrote: + Show Spoiler + On December 30 2015 01:01 Scarbo wrote: + Show Spoiler + On December 29 2015 23:24 Simberto wrote: A big problem which can also be seen in this thread is the at least partial prevalence of an elitist attitude in the oldschool BW players. If the prevalent reaction to any complaint is some variation of "git gud scrub" or "l2p", a lot of players will simply decide to play another game instead. Which is probably not want you want, because if you want to keep on playing the game, you will need to make it attractive to new players, or you will have to deal with an ever shrinking playerbase, which once it falls under some critical level means you will have problems finding people to play with. As someone who is not an oldschool BW player, i notice a lot of very archaic mechanics in the game. Now, the people who have played BW for 15+ years are used to them and even justify them as reasonable, as can be seen by Jealous in this thread. I am still not entirely convinced that that is not just some sort of Stockholm syndrome where you dealt with the weird shit for so long that you think it is actually a good idea. Maybe i am too casual for BW, but then i think most people who haven't played BW for ages are. To me, artificial barriers that stand between what i want units to do and what they actually do are just annoying, not some genius idea to display my leet APM. If i tell my units to go somewhere, i would like them to go there, instead of walking around in circles because they are stupid. Sure, i can combat that by telling them how to go there in exactly the specific way they like, which is way more complicated. To an oldschool BW player this might be mechanical complexity. To someone who is new to the game, it is just annoying archaic bad programming. If i want to build 5 tanks, why do i have to tell each factory to build one one after another? Maybe i am getting to old, but there are already enough stressful things for me to take care of during the game without it actively trying to misinterpret my orders and making me state them in a very specific way. A big problem is also that apperently the game simply isn't a lot of fun before you get good at it, which is highly problematic as it makes it unlikely for people like me to actually be interested in getting good at it. Of course, the simple answer is "Git gud", which makes you happy as you have established that you are now more hardcore than i am. It also means that soon, you will have problems finding new players to play. And a ladder system that requires everyone to crush a buttload of noobs at the start of a season is the last thing you want if you want to ever find new players. There are ladder systems that are a lot better at providing even matchups to everyone. As much as you might hate it, if you want BW to continue, you need to attract new players. And telling everyone that they are scrubs and they need to be better, then it will be fun, but first they need to lose 100+ games, will make most of them quit and just play something else. Being an elitist gatekeeper only letting in the "worthy" will not benefit you in the long run. I understand where you're coming from but you have to appreciate a few things. First your example of the 5 factories is not a particularly good one. In SC2 you also have to press T (or whatever hotkey you use) 5 times to make 5 tanks. You can indeed select all 5 factories at once, on the other hand they butchered the UI so bad that the information of whether or not your factories are building something is a small white square at the bottom of the screen. You'd expect more from a modern game. The pathfinding is really retarded sometimes, granted. Only change I'd make is when you tell units to go somewhere impossible (blocked by other units, buildings or terrain) they would get as close as possible to the destination and stop, instead of running around like morons. Everything else I think it's fine. The thing you're missing though, in the words of Day9, is that BW is an inefficiency engine, meaning it's trying to fuck you up the entire time, and your job is to not let it. That's part of what makes a good **real time** strategy game. If you make it so everything repetitive is automatic then might as well make it turn based. Why not make it so production buildings have a switch where you can tell it to just build a specific unit continuously? So you don't have to macro anymore. I'm sure a lot of players are bummed that they have to keep making units over and over, this would certainly make them more interested in playing. You could automatize the larva injection in SC2 as well, or the building scarabs in BW. Certainly would help the slower players. The thing is there are already games made for those people, games like Civ 5 or Chess. Some people, like myself, enjoy the mechanical challenge. I've got an above average hand-eye coordination and am naturally attracted to games where this skill can give me an edge. I understand there are lots of people that don't, but that doesn't make me a nostalgic stockholm syndrom blind fanboy. It's just the way it is. Ok, i guess in that case the main problem (for me) is that that concept simply does not appeal to me. I dislike the idea of artificial mechanical barriers, to me the ideal interface is one where i think about what i want to happen, and then it happens, making the whole thing about the quality of the decisions as opposed of my trained capability of not fucking up large amounts of different things at once. I hate being in a situation where i know what the correct response to a given situation is, but i can't make the game do it in time due to interface constraints. This is also the first time if have heard of BW being talked about like that, usually the discussions are about the depth of strategy and so on, with the mechanics basically being something you need to deal with to reach that juicy core of strategy below it, as opposed to the main meat of the game being the mechanics and the struggle with a computer just reacting very weirdly to inputs so you have to learn many very specific things to do at once in an "inefficiency engine" I still think that it is possible to have a game that is based on real time decision making and adapting your strategy to the changing situation without putting artifical APM wasters in the way of it to fuel your "inefficiency engine". To me, a lot of the BW style mechanics are something that is in the way of the fun of the game, which would be thinking about strategies, but apparently to you those (to me) annoying useless interface complexities are what you actually want. You throw the word "artificial" around like there's some other kind of "APM wasters". Everything is artificial; it's a scale that can be balanced based on what kind of a game you want. On one side you have turn-based games, which don't require any mechanical skill and on other side, you have something like Warcraft 2, which have a lot of mechanical demands (and yes, there are still people who play and enjoy Warcraft 2). Saying you prefer one kind of an "APM waster" (larva injection in SC2) over another (telling workers to mine minerals manually in BW) is pretty much meaningless. BW has a good balance between mechanical demands and "wanting things to happen, and then they happen", which millions of people have enjoyed and loved. It's obvious you prefer something that's leaning more towards the turn-based games and with less mechanical demands, but that is highly subjective matter and doesn't answer the question "which way is better?". I absolutely agree that stuff like larva injection also falls under the category of "artificial APM wasters". I would also never try to tell people that they are incorrect when they enjoy a game, that is obviously a very silly statement. I guess i might have a slight problem with the mislabelling here, because with such a focus on the mechanics BW according to your explanation BW is (for everyone but a few people at the very top) less of a "strategy" game and more of an "APM game", while most of the discussion is about strategy, and few people talk about the mechanical parts of the game. I still wonder how many people really enjoy the APM part of the game, and how many just see it as something they have to deal with to get to the "strategy" part. But my main point was never to criticize people for enjoying BW. People enjoy a great many things that i don't find enjoyable, and i probably also enjoy a lot of things that other people don't find enjoyable. People are different, and there does not appear to be an objective criterium to decide that something is "fun", and neither should there be a fun police that decides what you are allowed to enjoy. What i wanted to criticize was the elitist attitude that answers to every problem a beginner of the game has with "Well you need to get good, then it is fun, you should suffer like i did and lose your first 100 games, that is the way things are supposed to go, are you not as hardcore as i am?" That is a very good way to drive new people away, which is for reasons that i am not quite clear upon is often a behaviour that groups in nerdy hobbies (I am not using this term negatively, all of my hobbies are nerdy) have. I have observed similar behaviour from tabletop roleplayers, where some groups seem to like to drive others away or put them through ridicule, apparently because they think they are not worthy enough or some other stupid thing. This is utterly inexplicable to me, it is so much fun to introduce someone new to a hobby you enjoy, and it hurts those hobbies a lot. | ||
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2Pacalypse-
Croatia9487 Posts
On December 30 2015 03:11 Simberto wrote: Show nested quote + On December 30 2015 02:08 2Pacalypse- wrote: On December 30 2015 01:26 Simberto wrote: + Show Spoiler + On December 30 2015 01:01 Scarbo wrote: + Show Spoiler + On December 29 2015 23:24 Simberto wrote: A big problem which can also be seen in this thread is the at least partial prevalence of an elitist attitude in the oldschool BW players. If the prevalent reaction to any complaint is some variation of "git gud scrub" or "l2p", a lot of players will simply decide to play another game instead. Which is probably not want you want, because if you want to keep on playing the game, you will need to make it attractive to new players, or you will have to deal with an ever shrinking playerbase, which once it falls under some critical level means you will have problems finding people to play with. As someone who is not an oldschool BW player, i notice a lot of very archaic mechanics in the game. Now, the people who have played BW for 15+ years are used to them and even justify them as reasonable, as can be seen by Jealous in this thread. I am still not entirely convinced that that is not just some sort of Stockholm syndrome where you dealt with the weird shit for so long that you think it is actually a good idea. Maybe i am too casual for BW, but then i think most people who haven't played BW for ages are. To me, artificial barriers that stand between what i want units to do and what they actually do are just annoying, not some genius idea to display my leet APM. If i tell my units to go somewhere, i would like them to go there, instead of walking around in circles because they are stupid. Sure, i can combat that by telling them how to go there in exactly the specific way they like, which is way more complicated. To an oldschool BW player this might be mechanical complexity. To someone who is new to the game, it is just annoying archaic bad programming. If i want to build 5 tanks, why do i have to tell each factory to build one one after another? Maybe i am getting to old, but there are already enough stressful things for me to take care of during the game without it actively trying to misinterpret my orders and making me state them in a very specific way. A big problem is also that apperently the game simply isn't a lot of fun before you get good at it, which is highly problematic as it makes it unlikely for people like me to actually be interested in getting good at it. Of course, the simple answer is "Git gud", which makes you happy as you have established that you are now more hardcore than i am. It also means that soon, you will have problems finding new players to play. And a ladder system that requires everyone to crush a buttload of noobs at the start of a season is the last thing you want if you want to ever find new players. There are ladder systems that are a lot better at providing even matchups to everyone. As much as you might hate it, if you want BW to continue, you need to attract new players. And telling everyone that they are scrubs and they need to be better, then it will be fun, but first they need to lose 100+ games, will make most of them quit and just play something else. Being an elitist gatekeeper only letting in the "worthy" will not benefit you in the long run. I understand where you're coming from but you have to appreciate a few things. First your example of the 5 factories is not a particularly good one. In SC2 you also have to press T (or whatever hotkey you use) 5 times to make 5 tanks. You can indeed select all 5 factories at once, on the other hand they butchered the UI so bad that the information of whether or not your factories are building something is a small white square at the bottom of the screen. You'd expect more from a modern game. The pathfinding is really retarded sometimes, granted. Only change I'd make is when you tell units to go somewhere impossible (blocked by other units, buildings or terrain) they would get as close as possible to the destination and stop, instead of running around like morons. Everything else I think it's fine. The thing you're missing though, in the words of Day9, is that BW is an inefficiency engine, meaning it's trying to fuck you up the entire time, and your job is to not let it. That's part of what makes a good **real time** strategy game. If you make it so everything repetitive is automatic then might as well make it turn based. Why not make it so production buildings have a switch where you can tell it to just build a specific unit continuously? So you don't have to macro anymore. I'm sure a lot of players are bummed that they have to keep making units over and over, this would certainly make them more interested in playing. You could automatize the larva injection in SC2 as well, or the building scarabs in BW. Certainly would help the slower players. The thing is there are already games made for those people, games like Civ 5 or Chess. Some people, like myself, enjoy the mechanical challenge. I've got an above average hand-eye coordination and am naturally attracted to games where this skill can give me an edge. I understand there are lots of people that don't, but that doesn't make me a nostalgic stockholm syndrom blind fanboy. It's just the way it is. Ok, i guess in that case the main problem (for me) is that that concept simply does not appeal to me. I dislike the idea of artificial mechanical barriers, to me the ideal interface is one where i think about what i want to happen, and then it happens, making the whole thing about the quality of the decisions as opposed of my trained capability of not fucking up large amounts of different things at once. I hate being in a situation where i know what the correct response to a given situation is, but i can't make the game do it in time due to interface constraints. This is also the first time if have heard of BW being talked about like that, usually the discussions are about the depth of strategy and so on, with the mechanics basically being something you need to deal with to reach that juicy core of strategy below it, as opposed to the main meat of the game being the mechanics and the struggle with a computer just reacting very weirdly to inputs so you have to learn many very specific things to do at once in an "inefficiency engine" I still think that it is possible to have a game that is based on real time decision making and adapting your strategy to the changing situation without putting artifical APM wasters in the way of it to fuel your "inefficiency engine". To me, a lot of the BW style mechanics are something that is in the way of the fun of the game, which would be thinking about strategies, but apparently to you those (to me) annoying useless interface complexities are what you actually want. You throw the word "artificial" around like there's some other kind of "APM wasters". Everything is artificial; it's a scale that can be balanced based on what kind of a game you want. On one side you have turn-based games, which don't require any mechanical skill and on other side, you have something like Warcraft 2, which have a lot of mechanical demands (and yes, there are still people who play and enjoy Warcraft 2). Saying you prefer one kind of an "APM waster" (larva injection in SC2) over another (telling workers to mine minerals manually in BW) is pretty much meaningless. BW has a good balance between mechanical demands and "wanting things to happen, and then they happen", which millions of people have enjoyed and loved. It's obvious you prefer something that's leaning more towards the turn-based games and with less mechanical demands, but that is highly subjective matter and doesn't answer the question "which way is better?". I guess i might have a slight problem with the mislabelling here, because with such a focus on the mechanics BW according to your explanation BW is (for everyone but a few people at the very top) less of a "strategy" game and more of an "APM game", while most of the discussion is about strategy, and few people talk about the mechanical parts of the game. I still wonder how many people really enjoy the APM part of the game, and how many just see it as something they have to deal with to get to the "strategy" part. I don't know how you got that out of my post, because I never even mentioned the word "strategy" in my post. I was talking about mechanical demands exclusively. This popular belief that strategy and mechanical demands are in inversely proportional relationship is a fallacy that is easily shown to be false. Strategy and mechanical demand are not a zero-sum game where you can't have both or indeed, none. Incidentally, turn-based games are a zero-sum game because they're 100% strategy and 0% mechanical demand. But this is rather an exception that proves the rule, rather than the rule itself, because in real-time strategy games you can have a lot of strategy and a lot of mechanical demand at the same time. They're also intertwined in complex ways so it's very naive to be talking about "APM part" and the "strategy" part, like they're completely separate. The notion that if you somehow decreased the mechanical demand of a game will suddenly open vast amount of strategy that you weren't been able to achieve before is ridiculous; and in fact, it's probably the other way around. | ||
nanaoei
3358 Posts
I believe the word you`re looking for is `anachronistic` or similar. Have you recently tried to recommend shows, games, or hobbies that you really enjoyed deep down, but you really can`t recommend to everyone? I think that statement/question should stand on its own, even if it really doesn't. You can't exactly pass something (a mechanic, idea, method) off as a charm without being met with questions with the same nature. 'Where is the fun in things?'. 'Why is that a good thing?'. One of the great things about sc:bw is that you don't have to strain yourself to explain why, and there are many reasons for this. I am no longer passing the game off as an art, and it (and its players) can speak for itself. What people enjoy about this universal game is having grown with it in tow. Whether you were actively part of that experience or not, you know people who have done it and whom have not regretted a moment about it. It goes a bit beyond getting other people to enjoy or experience it the same way. It was a game people really played back then that people play a lot today; it's as simple as that. If you dislike stuff that's archaic, redundant and whatnot; or maybe you feel like it loses a a game its potential, i feel like there aren't too many reasons to go the extra mile and say that the entire world works that way. Game difficulty and the learning curve measured in tiny little subtleties that your average joe will rarely notice help the entertainment surrounding it. but that's all it does: help. Most of it is knowing, or, feeling that whatever is happening is cool. At least some of it is when it clicks that there's several millions sitting there and enjoying the same things. When there's a distant future where there's an even better game, i don't think we'll be playing it. We won't be playing games like we are now, and it's not meant as an insult to those games or their developers, or fanbases. It's just that there's greater and better things out there for you, and you understand that. Gaming is a passion more than it is something that you absolutely need to take seriously. | ||
Simberto
Germany11390 Posts
But what would the advice be that you give to beginners? Probably something along the lines of "build pylons, build probes, keep your money low", not "think about your strategy, figure out what your opponent is doing, then think of a good way to exploit it". I am not talking about the people at the top, but about people beginning to play the game. And there is a large hurdle of mechanics you have to step over before thinking about strategy becomes a worthwile investment. Thus, for a beginner, the game is very much only about mechanics, and not really about strategy for a very long while. And even then it will for a very long time only be learning other peoples strategies, not coming up with your own, simply because you still don't understand the mechanics well enough to be able to do that reasonably well. So BW is at least from my perspective an APM game, until you become very good at the APM part, at which point i have no idea but it appears to have some large part of strategy involved, but also still has APM as a very relevant part of the game. | ||
nanaoei
3358 Posts
On December 30 2015 03:56 Simberto wrote: @ 2pacalypse But what would the advice be that you give to beginners? Probably something along the lines of "build pylons, build probes, keep your money low", not "think about your strategy, figure out what your opponent is doing, then think of a good way to exploit it". I am not talking about the people at the top, but about people beginning to play the game. And there is a large hurdle of mechanics you have to step over before thinking about strategy becomes a worthwile investment. Thus, for a beginner, the game is very much only about mechanics, and not really about strategy for a very long while. And even then it will for a very long time only be learning other peoples strategies, not coming up with your own, simply because you still don't understand the mechanics well enough to be able to do that reasonably well. So BW is at least from my perspective an APM game, until you become very good at the APM part, at which point i have no idea but it appears to have some large part of strategy involved, but also still has APM as a very relevant part of the game. Sorry to be obnoxous or to butt in, but i think you're a little stuck on the idea that "it's APM". The moment you talk or have an internal monologue about that checklist of things you need to do, that is strategy, or a least a form of it. At that point you're not just doing things for the sake of it, like say mashing buttons in a fighting game. You're working out a plan that you know from a larger POV that it'll be good for you. It's a moot point i'm making, and i'm on a tangent already. Let me tell you, i've gotten cannon rushed back when games were fresh, 16 games in a row by nearly different people every time. That was their strategy to make work. Don't you recall the 'first-love' in playing strategy games? Mechanical skill might be what sets that strat apart, but that doesn't stop people from getting it to work. This is a strategy that starts up before anything your opponent does is even called into question. it doesn't matter what they do, you're building pylons and cannons in their base, rofl. The advice is have fun, no need to overthink. Noone is going pro here (at least not initially), and believe me... people who think they are good or have been playing for years and years have lost to worse. | ||
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2Pacalypse-
Croatia9487 Posts
On December 30 2015 03:56 Simberto wrote: @ 2pacalypse But what would the advice be that you give to beginners? Probably something along the lines of "build pylons, build probes, keep your money low", not "think about your strategy, figure out what your opponent is doing, then think of a good way to exploit it". I am not talking about the people at the top, but about people beginning to play the game. And there is a large hurdle of mechanics you have to step over before thinking about strategy becomes a worthwile investment. Thus, for a beginner, the game is very much only about mechanics, and not really about strategy for a very long while. And even then it will for a very long time only be learning other peoples strategies, not coming up with your own, simply because you still don't understand the mechanics well enough to be able to do that reasonably well. So BW is at least from my perspective an APM game, until you become very good at the APM part, at which point i have no idea but it appears to have some large part of strategy involved, but also still has APM as a very relevant part of the game. What would I tell someone who's beginning to play the game? The same thing I would tell someone beginning to do anything... practice and as you eloquently put it earlier "git gud". I've spent 6 years training at my local football club and most of that time was spent literally kicking a ball at a wall, perfecting the "APM part" of getting good at kicking the ball. And I did it because I love playing football and while it was a lot of hard work, it was also pretty fun in the end. However, it's also important to point out that not everyone is playing the game because they want to get good at it either, whether it's football or BW. It's very much possible to play both casually, not caring about all the strategy and intricacies of the game, and have fun (BGH, UMS etc. in BW or kicking the ball around with your mates in the backyard). So this notion that you need to master the "APM part" (whatever the hell that means) of BW to even remotely enjoy it is silly, as it is proven false by countless number of noobs everywhere ![]() | ||
Piste
6167 Posts
On December 30 2015 03:56 Simberto wrote: @ 2pacalypse But what would the advice be that you give to beginners? Probably something along the lines of "build pylons, build probes, keep your money low", not "think about your strategy, figure out what your opponent is doing, then think of a good way to exploit it". I am not talking about the people at the top, but about people beginning to play the game. And there is a large hurdle of mechanics you have to step over before thinking about strategy becomes a worthwile investment. Thus, for a beginner, the game is very much only about mechanics, and not really about strategy for a very long while. And even then it will for a very long time only be learning other peoples strategies, not coming up with your own, simply because you still don't understand the mechanics well enough to be able to do that reasonably well. So BW is at least from my perspective an APM game, until you become very good at the APM part, at which point i have no idea but it appears to have some large part of strategy involved, but also still has APM as a very relevant part of the game. Actually you should first think what youre doing before trying to get faster. The apm will rise naturally when you know what youre doing. There are plenty of high apm low level players that can be beat with one hand and third of their apm since they lack the strategical thinking. To a complete beginner the first things to do is figure out what each building and unit does and how to use them (what point of the game and vs what units). Then its mostly just learning from your own mistakes and naturally trying to reach the limits of your hand speed. It's easy to get the wrong idea how to approach the game if you start by downloading bwchart and see high apm fpvods Edit: and you really need to have patience and good nerves with this game. It is the hardest game I ever played, yet the most revarding. No one should expect a win during their first 50 games or so. | ||
Zera
Lithuania716 Posts
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c3rberUs
Japan11285 Posts
On December 30 2015 03:56 Simberto wrote: @ 2pacalypse But what would the advice be that you give to beginners? Probably something along the lines of "build pylons, build probes, keep your money low", not "think about your strategy, figure out what your opponent is doing, then think of a good way to exploit it". I am not talking about the people at the top, but about people beginning to play the game. And there is a large hurdle of mechanics you have to step over before thinking about strategy becomes a worthwile investment. Thus, for a beginner, the game is very much only about mechanics, and not really about strategy for a very long while. And even then it will for a very long time only be learning other peoples strategies, not coming up with your own, simply because you still don't understand the mechanics well enough to be able to do that reasonably well. So BW is at least from my perspective an APM game, until you become very good at the APM part, at which point i have no idea but it appears to have some large part of strategy involved, but also still has APM as a very relevant part of the game. It's hard to execute something if you don't have solid enough fundamentals, that's why beginners are told to do the basic stuff. It's one thing to debate strategy in a forum or with friends but when you're playing the game, it's a whole different story. It's like in sports; in basketball at least, you aren't taught the stuff like pick and rolls, dribble hand-offs, weak-side help defense etc off the bat because even if you know it, you still need to know how to dribble, shoot jumpers, go around or drop from screens to actually apply them. Furthermore, don't confuse stuff like telling workers to mine, making units and basic unit micro to stuff like army positioning. The latter goes hand on hand with strategy while the former is basic management. Is it an APM game? Absolutely not. You will routinely see people who have ~100 to ~150 apm do really well. Below that you have guys constantly thinking about their next move. For any real-time game (MOBA, FPS, RTS, hell, even (MMO)RPGs), that would spell doom to you. | ||
Doodsmack
United States7224 Posts
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EngrishTeacher
Canada1109 Posts
- The other majority, or "casuals", do not like BW, for the opposite of the reasons listed above. In our age of instant gratification, can you really put the blame on anyone? Conclusion I came to after reading through a good portion of the thread. | ||
nanaoei
3358 Posts
On December 30 2015 12:31 c3rberUs wrote: Is it an APM game? Absolutely not. You will routinely see people who have ~100 to ~150 apm do really well. Below that you have guys constantly thinking about their next move. For any real-time game (MOBA, FPS, RTS, hell, even (MMO)RPGs), that would spell doom to you. i just want to point out that any 'real-time game'--rts, like you say--includes starcraft. i'm not quite sure what you mean. constantly thinking about the next move spells doom? and so all those genre of real-time games are examples of apm games? just trying to make the same correlation as you are right now. or do you mean the inverse, except for your very first statement. here's how i make the distinction. if from an intermediate level of play your mechanics start to set you incredibly apart from more methodical players, there is now a clear distinction of skill that stems from practicing controls and execution. it matters, but isn't so important that you're using imbalanced interactions like different heroes, champs, or game pieces because there's a definite possibility of you overcoming the odds through mechanics alone. say you are using the same pieces on a board game like chess, there are still chances to distinguish yourself through your hand-movements (although grasping hard here) if playing a game mode that utilizes that, like say speed-chess. i'm not even shitting you, there's even a niche 'sport' called chess-boxing where they alternate between rounds of timed chess and physical contact through actual boxing. still, the chances for you to make a different through that difference in mechanical skill is small when we're takling about most games that are designed to be a board-game at heart. i don't think the discussion is important, but i don't think a moba is mechanically challenging; i don't think an fps is challenging in the same way either, but i have been playing games my entire life. there is that distinction. games play using a similar control setup and you need only fine-tune them to meet your needs. the only muscle memory you need to train to get to an intermediate level is going through the motions of playing an entire game through. tiny little mistakes cost you, but so does poor game-theory or decision-making depending on the type of game in question. | ||
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c3rberUs
Japan11285 Posts
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sCCrooked
Korea (South)1306 Posts
On December 30 2015 13:29 nanaoei wrote: i don't think the discussion is important, but i don't think a moba is mechanically challenging; i don't think an fps is challenging in the same way either, but i have been playing games my entire life. Its true that its not challenging but its probably more challenging than you might think. Try going on DOTA, for example and hit a creep score of 70 every game. Doing something so easy is not as simple as it might seem. I do, however attest to the fact games like LoL and DOTA are faa~aar below BW when it comes to strategic depth and mechanical needs. Also weighing in on the "APM" vs "Strategy" debate, this is the same bullshit SC2 people tried to shove down our throats when the game was first hitting the market claiming having everything easier mechanically meant more forgiving games (more people at higher level and therefore a more vibrant pro scene) and your mind was free to strategize. Turns out that was a load of shit and this argument STILL somehow pops up. You want real-time strategy games in a nutshell? Here. Notice the name's composition. "Real-time" meaning it takes place in real-time units or seconds. This is more akin to speed chess than regular chess (mobas/slower games). Making more correct/better decisions which result in more correct/better things happening (quantity) per unit of time all over the map are what win a real-time strategy game. It does not matter what pace. If those 3 variables are very high %s, you are going to be one of the top players of the world. BW is just one that requires a lot of mechanical prowess to actually manage everything. Even doing something like following a build order tightly takes a lot of practice. | ||
EngrishTeacher
Canada1109 Posts
I guess my response was buried, but really you guys are over analyzing everything and going off on tangents. It always boils down to the difficult and steep learning curve of BW, where "normal" people, who are in the vast majority, derive none or very little pleasure from playing such a difficult and old game. BW could have more strategic depth by a factor of 100, and people still wouldn't play due to the absurd initial investment in time and practice. For something to be truly popular, it has to be accessible, easy to learn, and hard to master. BW is moderately accessible (pay for b.net or mess around with other servers, which requires some tinkering), hard to learn AND master. So naturally people aren't going to suddenly set aside hours everyday and grind out build orders vs. AI. That's 95% of the discussion, I'll repeat again the fact that it DOESN'T MATTER how good or bad BW actually is, if it's neither easy to pick up nor accessible, it will receive little to no exposure from the public, and newcomers will be put off by the game no matter how much you attempt to convince them otherwise. Dota is a lesser version of soccer, and SC2 is akin to gymnastics. Someone prove me wrong in that there's actually much more to the discussion or how it would be relevant to what OP was asking. | ||
SolaR-
United States2685 Posts
On December 31 2015 00:42 EngrishTeacher wrote: Are we still on apm/strategy or talking about the merits of different games/genres? How is any of that relevant to the discussion at hand? I guess my response was buried, but really you guys are over analyzing everything and going off on tangents. It always boils down to the difficult and steep learning curve of BW, where "normal" people, who are in the vast majority, derive none or very little pleasure from playing such a difficult and old game. BW could have more strategic depth by a factor of 100, and people still wouldn't play due to the absurd initial investment in time and practice. For something to be truly popular, it has to be accessible, easy to learn, and hard to master. BW is moderately accessible (pay for b.net or mess around with other servers, which requires some tinkering), hard to learn AND master. So naturally people aren't going to suddenly set aside hours everyday and grind out build orders vs. AI. That's 95% of the discussion, I'll repeat again the fact that it DOESN'T MATTER how good or bad BW actually is, if it's neither easy to pick up nor accessible, it will receive little to no exposure from the public, and newcomers will be put off by the game no matter how much you attempt to convince them otherwise. Dota is a lesser version of soccer, and SC2 is akin to gymnastics. Someone prove me wrong in that there's actually much more to the discussion or how it would be relevant to what OP was asking. pay for bnet since when? Why are people even involving themselves in this argument when they do not have even have a clue about the game. jesus.. | ||
Chef
10810 Posts
On December 31 2015 00:52 SolaR- wrote: Show nested quote + On December 31 2015 00:42 EngrishTeacher wrote: Are we still on apm/strategy or talking about the merits of different games/genres? How is any of that relevant to the discussion at hand? I guess my response was buried, but really you guys are over analyzing everything and going off on tangents. It always boils down to the difficult and steep learning curve of BW, where "normal" people, who are in the vast majority, derive none or very little pleasure from playing such a difficult and old game. BW could have more strategic depth by a factor of 100, and people still wouldn't play due to the absurd initial investment in time and practice. For something to be truly popular, it has to be accessible, easy to learn, and hard to master. BW is moderately accessible (pay for b.net or mess around with other servers, which requires some tinkering), hard to learn AND master. So naturally people aren't going to suddenly set aside hours everyday and grind out build orders vs. AI. That's 95% of the discussion, I'll repeat again the fact that it DOESN'T MATTER how good or bad BW actually is, if it's neither easy to pick up nor accessible, it will receive little to no exposure from the public, and newcomers will be put off by the game no matter how much you attempt to convince them otherwise. Dota is a lesser version of soccer, and SC2 is akin to gymnastics. Someone prove me wrong in that there's actually much more to the discussion or how it would be relevant to what OP was asking. pay for bnet since when? Why are people even involving themselves in this argument when they do not have even have a clue about the game. jesus.. I'm sure he means you pay for the valid CD key to be allowed to log into bnet. Third party servers don't always require valid CD key (I'm genuinely not sure how they would check). Moderately accessible is an overstatement though. None of the stuff about 'how hard BW is' really matters, even to so called casuals. They just need other casuals to play with, and boom it's a pretty fun game. It's all the tinkering necessary to get it running even with a legitimate copy, that is basically the only problem. There's no necessity at all to learn build orders or practice against the AI. You just need to get appropriately matched to players of similar strength. The update / remake will eventually happen and make that possible, and you'll probably see a moderate resurgence of interest in BW. | ||
EngrishTeacher
Canada1109 Posts
On December 31 2015 00:52 SolaR- wrote: Show nested quote + On December 31 2015 00:42 EngrishTeacher wrote: Are we still on apm/strategy or talking about the merits of different games/genres? How is any of that relevant to the discussion at hand? I guess my response was buried, but really you guys are over analyzing everything and going off on tangents. It always boils down to the difficult and steep learning curve of BW, where "normal" people, who are in the vast majority, derive none or very little pleasure from playing such a difficult and old game. BW could have more strategic depth by a factor of 100, and people still wouldn't play due to the absurd initial investment in time and practice. For something to be truly popular, it has to be accessible, easy to learn, and hard to master. BW is moderately accessible (pay for b.net or mess around with other servers, which requires some tinkering), hard to learn AND master. So naturally people aren't going to suddenly set aside hours everyday and grind out build orders vs. AI. That's 95% of the discussion, I'll repeat again the fact that it DOESN'T MATTER how good or bad BW actually is, if it's neither easy to pick up nor accessible, it will receive little to no exposure from the public, and newcomers will be put off by the game no matter how much you attempt to convince them otherwise. Dota is a lesser version of soccer, and SC2 is akin to gymnastics. Someone prove me wrong in that there's actually much more to the discussion or how it would be relevant to what OP was asking. pay for bnet since when? Why are people even involving themselves in this argument when they do not have even have a clue about the game. jesus.. BW elitism is probably a pretty big factor too. It's a pretty powerful and blinding feeling/attitude that wards off casuals faster than bear mace. FYI, I've been with BW since I was 13 or so, so over 10 years of experience with it. I was there for all its UMS and fastest maps glory, watched pro games religiously and later on peaked at C+/C on iccup with toss. Also, yes, you still pay for access to bnet for BW, since... release. What a shit post on your part, throwing such a specific and wrongly interpreted strawman at me, ignoring all my other points, so typical when one becomes defensive due to the presentation of an unpleasant truth. I don't blame you though, like I said, BW elitism is very good at clouding one's judgment and making one defensive, so thank you for proving my point. | ||
EngrishTeacher
Canada1109 Posts
On December 31 2015 01:17 Chef wrote: Show nested quote + On December 31 2015 00:52 SolaR- wrote: On December 31 2015 00:42 EngrishTeacher wrote: Are we still on apm/strategy or talking about the merits of different games/genres? How is any of that relevant to the discussion at hand? I guess my response was buried, but really you guys are over analyzing everything and going off on tangents. It always boils down to the difficult and steep learning curve of BW, where "normal" people, who are in the vast majority, derive none or very little pleasure from playing such a difficult and old game. BW could have more strategic depth by a factor of 100, and people still wouldn't play due to the absurd initial investment in time and practice. For something to be truly popular, it has to be accessible, easy to learn, and hard to master. BW is moderately accessible (pay for b.net or mess around with other servers, which requires some tinkering), hard to learn AND master. So naturally people aren't going to suddenly set aside hours everyday and grind out build orders vs. AI. That's 95% of the discussion, I'll repeat again the fact that it DOESN'T MATTER how good or bad BW actually is, if it's neither easy to pick up nor accessible, it will receive little to no exposure from the public, and newcomers will be put off by the game no matter how much you attempt to convince them otherwise. Dota is a lesser version of soccer, and SC2 is akin to gymnastics. Someone prove me wrong in that there's actually much more to the discussion or how it would be relevant to what OP was asking. pay for bnet since when? Why are people even involving themselves in this argument when they do not have even have a clue about the game. jesus.. I'm sure he means you pay for the valid CD key to be allowed to log into bnet. Third party servers don't always require valid CD key (I'm genuinely not sure how they would check). Moderately accessible is an overstatement though. None of the stuff about 'how hard BW is' really matters, even to so called casuals. They just need other casuals to play with, and boom it's a pretty fun game. It's all the tinkering necessary to get it running even with a legitimate copy, that is basically the only problem. There's no necessity at all to learn build orders or practice against the AI. You just need to get appropriately matched to players of similar strength. The update / remake will eventually happen and make that possible, and you'll probably see a moderate resurgence of interest in BW. Good point, accessibility even precedes how easy/hard it is to get into something. However, I'd argue that to a good portion of PC gamers, BW is not as inaccessible as you think. A legit copy will often run with no problems even on 64 bit windows 7/8, although many experience the color glitch in menus which isn't game breaking anyway. Furthermore, the computer literacy required to set up Fish/Iccup does prevent quite a few people from playing, but in the end is undeniably quite basic. These people who can't or won't even spend a few minutes googling a guide probably wouldn't stick around with the game for long anyway. More significantly, it's the outdated graphics and mechanics that are probably more off putting. Combine this factor with the overwhelming praise and elitism that inevitably comes with the existing fans of the game, all of this probably fosters an intimidating and disappointing environment for newcomers. | ||
vOdToasT
Sweden2870 Posts
On December 30 2015 01:26 Simberto wrote: + Show Spoiler + On December 30 2015 01:01 Scarbo wrote: + Show Spoiler + On December 29 2015 23:24 Simberto wrote: A big problem which can also be seen in this thread is the at least partial prevalence of an elitist attitude in the oldschool BW players. If the prevalent reaction to any complaint is some variation of "git gud scrub" or "l2p", a lot of players will simply decide to play another game instead. Which is probably not want you want, because if you want to keep on playing the game, you will need to make it attractive to new players, or you will have to deal with an ever shrinking playerbase, which once it falls under some critical level means you will have problems finding people to play with. As someone who is not an oldschool BW player, i notice a lot of very archaic mechanics in the game. Now, the people who have played BW for 15+ years are used to them and even justify them as reasonable, as can be seen by Jealous in this thread. I am still not entirely convinced that that is not just some sort of Stockholm syndrome where you dealt with the weird shit for so long that you think it is actually a good idea. Maybe i am too casual for BW, but then i think most people who haven't played BW for ages are. To me, artificial barriers that stand between what i want units to do and what they actually do are just annoying, not some genius idea to display my leet APM. If i tell my units to go somewhere, i would like them to go there, instead of walking around in circles because they are stupid. Sure, i can combat that by telling them how to go there in exactly the specific way they like, which is way more complicated. To an oldschool BW player this might be mechanical complexity. To someone who is new to the game, it is just annoying archaic bad programming. If i want to build 5 tanks, why do i have to tell each factory to build one one after another? Maybe i am getting to old, but there are already enough stressful things for me to take care of during the game without it actively trying to misinterpret my orders and making me state them in a very specific way. A big problem is also that apperently the game simply isn't a lot of fun before you get good at it, which is highly problematic as it makes it unlikely for people like me to actually be interested in getting good at it. Of course, the simple answer is "Git gud", which makes you happy as you have established that you are now more hardcore than i am. It also means that soon, you will have problems finding new players to play. And a ladder system that requires everyone to crush a buttload of noobs at the start of a season is the last thing you want if you want to ever find new players. There are ladder systems that are a lot better at providing even matchups to everyone. As much as you might hate it, if you want BW to continue, you need to attract new players. And telling everyone that they are scrubs and they need to be better, then it will be fun, but first they need to lose 100+ games, will make most of them quit and just play something else. Being an elitist gatekeeper only letting in the "worthy" will not benefit you in the long run. I understand where you're coming from but you have to appreciate a few things. First your example of the 5 factories is not a particularly good one. In SC2 you also have to press T (or whatever hotkey you use) 5 times to make 5 tanks. You can indeed select all 5 factories at once, on the other hand they butchered the UI so bad that the information of whether or not your factories are building something is a small white square at the bottom of the screen. You'd expect more from a modern game. The pathfinding is really retarded sometimes, granted. Only change I'd make is when you tell units to go somewhere impossible (blocked by other units, buildings or terrain) they would get as close as possible to the destination and stop, instead of running around like morons. Everything else I think it's fine. The thing you're missing though, in the words of Day9, is that BW is an inefficiency engine, meaning it's trying to fuck you up the entire time, and your job is to not let it. That's part of what makes a good **real time** strategy game. If you make it so everything repetitive is automatic then might as well make it turn based. Why not make it so production buildings have a switch where you can tell it to just build a specific unit continuously? So you don't have to macro anymore. I'm sure a lot of players are bummed that they have to keep making units over and over, this would certainly make them more interested in playing. You could automatize the larva injection in SC2 as well, or the building scarabs in BW. Certainly would help the slower players. The thing is there are already games made for those people, games like Civ 5 or Chess. Some people, like myself, enjoy the mechanical challenge. I've got an above average hand-eye coordination and am naturally attracted to games where this skill can give me an edge. I understand there are lots of people that don't, but that doesn't make me a nostalgic stockholm syndrom blind fanboy. It's just the way it is. Ok, i guess in that case the main problem (for me) is that that concept simply does not appeal to me. I dislike the idea of artificial mechanical barriers, to me the ideal interface is one where i think about what i want to happen, and then it happens, making the whole thing about the quality of the decisions as opposed of my trained capability of not fucking up large amounts of different things at once. I hate being in a situation where i know what the correct response to a given situation is, but i can't make the game do it in time due to interface constraints. This is also the first time if have heard of BW being talked about like that, usually the discussions are about the depth of strategy and so on, with the mechanics basically being something you need to deal with to reach that juicy core of strategy below it, as opposed to the main meat of the game being the mechanics and the struggle with a computer just reacting very weirdly to inputs so you have to learn many very specific things to do at once in an "inefficiency engine" I still think that it is possible to have a game that is based on real time decision making and adapting your strategy to the changing situation without putting artifical APM wasters in the way of it to fuel your "inefficiency engine". To me, a lot of the BW style mechanics are something that is in the way of the fun of the game, which would be thinking about strategies, but apparently to you those (to me) annoying useless interface complexities are what you actually want. How can people still not understand what BW players like about high apm requirements? APM is a resource that has to be spent wisely, just like you have to spend your minerals and gas wisely. If you have enough APM to do everything you want to, then there's no choice, thus there is less tactical and strategic depth. It's been said for years. It is said in every thread of this nature. For something to be truly popular, it has to be accessible, easy to learn, and hard to master The first two are correct. The last one is not. World Of WarCraft and The Sims are not hard to master. They were very popular. | ||
EngrishTeacher
Canada1109 Posts
On December 31 2015 02:15 vOdToasT wrote: Show nested quote + For something to be truly popular, it has to be accessible, easy to learn, and hard to master The first two are correct. The last one is not. World Of WarCraft and The Sims are not hard to master. They were very popular. There have been many The Sims games, so I'm not even going to a talk about it since it's series of games. For WoW, it definitely was "hard" to master in the sense that there was a very strong incentive to keep playing to improve yourself in the game. Sure it was mindless grinding, but it was very hard to acquire the best gear, to be the best of the mundane. Even the insanely addictive RPG leveling mechanic eventually wears one out. I was also unclear with what I meant by truly popular, I should have definitely included the staying power of something in its definition. My point is the 2 outlier examples you provided aren't even really outliers since they still follow the general rule of accessible/easy to learn/hard to master. Apply the rule to pretty much everything else, and you'll find almost perfect correlation. Be it popular sports such as soccer or classical music, you name it and the rule fits well. The hard to master part is necessary to keep participants involved in the long-term, or they will inevitably move onto other things. | ||
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2Pacalypse-
Croatia9487 Posts
On December 31 2015 02:41 EngrishTeacher wrote: Show nested quote + On December 31 2015 02:15 vOdToasT wrote: For something to be truly popular, it has to be accessible, easy to learn, and hard to master The first two are correct. The last one is not. World Of WarCraft and The Sims are not hard to master. They were very popular. There have been many The Sims games, so I'm not even going to a talk about it since it's series of games. For WoW, it definitely was "hard" to master in the sense that there was a very strong incentive to keep playing to improve yourself in the game. Sure it was mindless grinding, but it was very hard to acquire the best gear, to be the best of the mundane. Even the insanely addictive RPG leveling mechanic eventually wears one out. I was also unclear with what I meant by truly popular, I should have definitely included the staying power of something in its definition. My point is the 2 outlier examples you provided aren't even really outliers since they still follow the general rule of accessible/easy to learn/hard to master. Apply the rule to pretty much everything else, and you'll find almost perfect correlation. Be it popular sports such as soccer or classical music, you name it and the rule fits well. The hard to master part is necessary to keep participants involved in the long-term, or they will inevitably move onto other things. Pretty much everything is hard to master, when you bring competition into it. Then your point is left with "accessible" and "easy to learn", which is kind of an useless metric since there are tons of things that are accessible and easy to learn, and yet they haven't become popular. So it's very easy to conclude that there are about 100 other factors that play a part in deciding if something can become truly popular or not. | ||
vOdToasT
Sweden2870 Posts
On December 31 2015 02:41 EngrishTeacher wrote: Show nested quote + On December 31 2015 02:15 vOdToasT wrote: For something to be truly popular, it has to be accessible, easy to learn, and hard to master The first two are correct. The last one is not. World Of WarCraft and The Sims are not hard to master. They were very popular. There have been many The Sims games, so I'm not even going to a talk about it since it's series of games. For WoW, it definitely was "hard" to master in the sense that there was a very strong incentive to keep playing to improve yourself in the game. Sure it was mindless grinding, but it was very hard to acquire the best gear, to be the best of the mundane. Even the insanely addictive RPG leveling mechanic eventually wears one out. It wasn't hard to master. It was time consuming to master. Not even that, really, it was time consuming to get the most powerful avatar. But the player did not increase in power, he stayed the same. Then your point is left with "accessible" and "easy to learn", which is kind of an useless metric since there are tons of things that are accessible and easy to learn, and yet they haven't become popular. So it's very easy to conclude that there are about 100 other factors that play a part in deciding if something can become truly popular or not. They don't guarantee popularity, but they are prerequisites for it. | ||
Chef
10810 Posts
On December 31 2015 01:33 EngrishTeacher wrote: Show nested quote + On December 31 2015 01:17 Chef wrote: On December 31 2015 00:52 SolaR- wrote: On December 31 2015 00:42 EngrishTeacher wrote: Are we still on apm/strategy or talking about the merits of different games/genres? How is any of that relevant to the discussion at hand? I guess my response was buried, but really you guys are over analyzing everything and going off on tangents. It always boils down to the difficult and steep learning curve of BW, where "normal" people, who are in the vast majority, derive none or very little pleasure from playing such a difficult and old game. BW could have more strategic depth by a factor of 100, and people still wouldn't play due to the absurd initial investment in time and practice. For something to be truly popular, it has to be accessible, easy to learn, and hard to master. BW is moderately accessible (pay for b.net or mess around with other servers, which requires some tinkering), hard to learn AND master. So naturally people aren't going to suddenly set aside hours everyday and grind out build orders vs. AI. That's 95% of the discussion, I'll repeat again the fact that it DOESN'T MATTER how good or bad BW actually is, if it's neither easy to pick up nor accessible, it will receive little to no exposure from the public, and newcomers will be put off by the game no matter how much you attempt to convince them otherwise. Dota is a lesser version of soccer, and SC2 is akin to gymnastics. Someone prove me wrong in that there's actually much more to the discussion or how it would be relevant to what OP was asking. pay for bnet since when? Why are people even involving themselves in this argument when they do not have even have a clue about the game. jesus.. I'm sure he means you pay for the valid CD key to be allowed to log into bnet. Third party servers don't always require valid CD key (I'm genuinely not sure how they would check). Moderately accessible is an overstatement though. None of the stuff about 'how hard BW is' really matters, even to so called casuals. They just need other casuals to play with, and boom it's a pretty fun game. It's all the tinkering necessary to get it running even with a legitimate copy, that is basically the only problem. There's no necessity at all to learn build orders or practice against the AI. You just need to get appropriately matched to players of similar strength. The update / remake will eventually happen and make that possible, and you'll probably see a moderate resurgence of interest in BW. Good point, accessibility even precedes how easy/hard it is to get into something. However, I'd argue that to a good portion of PC gamers, BW is not as inaccessible as you think. A legit copy will often run with no problems even on 64 bit windows 7/8, although many experience the color glitch in menus which isn't game breaking anyway. Furthermore, the computer literacy required to set up Fish/Iccup does prevent quite a few people from playing, but in the end is undeniably quite basic. These people who can't or won't even spend a few minutes googling a guide probably wouldn't stick around with the game for long anyway. More significantly, it's the outdated graphics and mechanics that are probably more off putting. Combine this factor with the overwhelming praise and elitism that inevitably comes with the existing fans of the game, all of this probably fosters an intimidating and disappointing environment for newcomers. The answer to any tech question or how to do x with computer is a google search and 20 minutes of reading away. But still people are hired to answer such questions, and are asked these questions even by people's whose ability to do their job depends on the software they are using. A google search is too much; browsing weird websites and guides that may be many years old is not the first thing that comes to anyone's mind. Installing third party software for a game and community you know barely anything about is an unsafe practice. Many people cannot get the aspect ratio correct regardless of OS (because of the way their monitor works). It's been years since I got it working on my win7, but as I recall I had to configure many properties in the executable to get it working. That's way too much to ask of most people. Even famous players like Boxer are computer illiterate; not knowing how to do this kind of thing does not mean not being able to have fun with StarCraft or be good. If you wanna play with friends in the above situation, what happens when 3 out of 6 encounter problems and give up? Or your friends use Mac, or Linux? Have you read what it takes to get SC running on OSX, it's ridiculous. Everyone who has a Mac is cut off. I really don't think it's the graphics and mechanics that are off putting. Games of that generation have their own aesthetic, and sprite art has never gone out of fashion. The interface is super smooth and responsive, which is something you don't always get even with modern games. I'm also pretty sure the iccup launcher and etc have never worked for Mac users, though I could be wrong. I think their response has always been 'get a PC.' When the whole community is on these third party servers and their launchers, it makes normal B.net kind of useless. Even foreign community and Korean community being split on different servers is kind of bad for the game. And you got on Bnet and half the features are broken; no ladder, two fields in the profile are disabled, creating games that people can join requires you to go into your router (and the error message other users get is not going to inform that they need to do that, and you as the creator just sit there wondering why no one wants to join your game). Like holy moly it's a mess, and that's all before you get banned for not having the map already downloaded, because for some reason in BW it takes 3 minutes to download a 10 kb (or whatever sub 1mb it actually is) file from another player. I am a huge nerd and I would give up after like 10 minutes of that if I had never played BW before, or only remembered it from playing it a few times 10 years ago. I kinda give up even now because I don't like booting up my old win pc to just to play BW, and I don't necessarily always want to have games with people on iccup. It is a humongous wall. Of the people who go to the trouble to climb it, even they are going to be discouraged when they can't find anyone their level to play with, or anyone who wants to be social and actually play more than one game / talk to you. Or you could play a new game that just works and still has new players coming in that you can enjoy playing with. Hard choice lol. | ||
Simberto
Germany11390 Posts
On December 31 2015 03:58 vOdToasT wrote: Show nested quote + On December 31 2015 02:41 EngrishTeacher wrote: On December 31 2015 02:15 vOdToasT wrote: For something to be truly popular, it has to be accessible, easy to learn, and hard to master The first two are correct. The last one is not. World Of WarCraft and The Sims are not hard to master. They were very popular. There have been many The Sims games, so I'm not even going to a talk about it since it's series of games. For WoW, it definitely was "hard" to master in the sense that there was a very strong incentive to keep playing to improve yourself in the game. Sure it was mindless grinding, but it was very hard to acquire the best gear, to be the best of the mundane. Even the insanely addictive RPG leveling mechanic eventually wears one out. It wasn't hard to master. It was time consuming to master. Not even that, really, it was time consuming to get the most powerful avatar. But the player did not increase in power, he stayed the same. Show nested quote + Then your point is left with "accessible" and "easy to learn", which is kind of an useless metric since there are tons of things that are accessible and easy to learn, and yet they haven't become popular. So it's very easy to conclude that there are about 100 other factors that play a part in deciding if something can become truly popular or not. They don't guarantee popularity, but they are prerequisites for it. People who claim WoW wasn't hard to master have never been involved in anything complicated in WoW. Sure, the pure mechanical skill of controlling your character isn't hard. A trained monkey could do that in most cases. What is hard is the organisation and social part. Try getting 40 competent people of a working class setup to be online at the correct time, for multiple hours at at time, have an emergency plan when three of them don't show up, while still keeping all of them motivated, including those that are only on emergency spots. Set up a complex routine where all 40 people know what they should do, know how to react and salvage when one of the other people inevitable fucks up something incredibly simple, how to deal with people getting pissed off when someone repeatedly fucks up (this requires some amazing social engineering). Then manage to set this up in such a robust way, find a satisfactory way to handle loot distribution that minimizes drama and maximises the efffectiveness of the raid (spoiler: such a thing doesn't exist), then manage to keep the whole thing afloat when suddenly 5 important members of the raid don't talk to each other anymore because they figured out that they all slept with the same woman. That shit isn't easy. Achieving anything high end in WoW requires incredible management skills from at least one, usually multiple persons. Sure, some of the people are just there for the ride, but someone someone is doing something really hard to get all that stuff working. | ||
Thieving Magpie
United States6752 Posts
On December 31 2015 05:41 Simberto wrote: Show nested quote + On December 31 2015 03:58 vOdToasT wrote: On December 31 2015 02:41 EngrishTeacher wrote: On December 31 2015 02:15 vOdToasT wrote: For something to be truly popular, it has to be accessible, easy to learn, and hard to master The first two are correct. The last one is not. World Of WarCraft and The Sims are not hard to master. They were very popular. There have been many The Sims games, so I'm not even going to a talk about it since it's series of games. For WoW, it definitely was "hard" to master in the sense that there was a very strong incentive to keep playing to improve yourself in the game. Sure it was mindless grinding, but it was very hard to acquire the best gear, to be the best of the mundane. Even the insanely addictive RPG leveling mechanic eventually wears one out. It wasn't hard to master. It was time consuming to master. Not even that, really, it was time consuming to get the most powerful avatar. But the player did not increase in power, he stayed the same. Then your point is left with "accessible" and "easy to learn", which is kind of an useless metric since there are tons of things that are accessible and easy to learn, and yet they haven't become popular. So it's very easy to conclude that there are about 100 other factors that play a part in deciding if something can become truly popular or not. They don't guarantee popularity, but they are prerequisites for it. People who claim WoW wasn't hard to master have never been involved in anything complicated in WoW. Sure, the pure mechanical skill of controlling your character isn't hard. A trained monkey could do that in most cases. What is hard is the organisation and social part. Try getting 40 competent people of a working class setup to be online at the correct time, for multiple hours at at time, have an emergency plan when three of them don't show up, while still keeping all of them motivated, including those that are only on emergency spots. Set up a complex routine where all 40 people know what they should do, know how to react and salvage when one of the other people inevitable fucks up something incredibly simple, how to deal with people getting pissed off when someone repeatedly fucks up (this requires some amazing social engineering). Then manage to set this up in such a robust way, find a satisfactory way to handle loot distribution that minimizes drama and maximises the efffectiveness of the raid (spoiler: such a thing doesn't exist), then manage to keep the whole thing afloat when suddenly 5 important members of the raid don't talk to each other anymore because they figured out that they all slept with the same woman. That shit isn't easy. Achieving anything high end in WoW requires incredible management skills from at least one, usually multiple persons. Sure, some of the people are just there for the ride, but someone someone is doing something really hard to get all that stuff working. People pay for wow BECAUSE the mechanics were easy enough for anyone to master but still had a skill ceiling that separated top ranked players and lower ranked players. | ||
SolaR-
United States2685 Posts
On December 31 2015 01:21 EngrishTeacher wrote: Show nested quote + On December 31 2015 00:52 SolaR- wrote: On December 31 2015 00:42 EngrishTeacher wrote: Are we still on apm/strategy or talking about the merits of different games/genres? How is any of that relevant to the discussion at hand? I guess my response was buried, but really you guys are over analyzing everything and going off on tangents. It always boils down to the difficult and steep learning curve of BW, where "normal" people, who are in the vast majority, derive none or very little pleasure from playing such a difficult and old game. BW could have more strategic depth by a factor of 100, and people still wouldn't play due to the absurd initial investment in time and practice. For something to be truly popular, it has to be accessible, easy to learn, and hard to master. BW is moderately accessible (pay for b.net or mess around with other servers, which requires some tinkering), hard to learn AND master. So naturally people aren't going to suddenly set aside hours everyday and grind out build orders vs. AI. That's 95% of the discussion, I'll repeat again the fact that it DOESN'T MATTER how good or bad BW actually is, if it's neither easy to pick up nor accessible, it will receive little to no exposure from the public, and newcomers will be put off by the game no matter how much you attempt to convince them otherwise. Dota is a lesser version of soccer, and SC2 is akin to gymnastics. Someone prove me wrong in that there's actually much more to the discussion or how it would be relevant to what OP was asking. pay for bnet since when? Why are people even involving themselves in this argument when they do not have even have a clue about the game. jesus.. BW elitism is probably a pretty big factor too. It's a pretty powerful and blinding feeling/attitude that wards off casuals faster than bear mace. FYI, I've been with BW since I was 13 or so, so over 10 years of experience with it. I was there for all its UMS and fastest maps glory, watched pro games religiously and later on peaked at C+/C on iccup with toss. Also, yes, you still pay for access to bnet for BW, since... release. What a shit post on your part, throwing such a specific and wrongly interpreted strawman at me, ignoring all my other points, so typical when one becomes defensive due to the presentation of an unpleasant truth. I don't blame you though, like I said, BW elitism is very good at clouding one's judgment and making one defensive, so thank you for proving my point. lol all of your points are wrong. You don't pay for battle.net. You pay for the game with a valid cd key. Sorry it's not a free game. Brood war is not a hard game to learn, it is in fact very easy. It's just that the there is not a larger player pool any more since so many people quit. The people that have stayed in the active community(i.e. iccup) are above average in skill and understanding of the game, so the few newcomers have difficultly catching up. I think this would be true of any old game. Also, yes it is very hard for newcomers coming straight to iccup, but they could fair much easier playing on public servers for awhile. Iccup and fish represent the top 1% of skill. New players should start on east, and play money maps until they understand the basics of the game. | ||
lestye
United States4139 Posts
For something to be truly popular, it has to be accessible, easy to learn, and hard to master That's something important to keep in mind. You could theoretically make a more balanced, more strategic, more skillful, less bullshit, RTS on the planet, but at the end of the day if only 5 people play it, how competitive can it really be? | ||
Thieving Magpie
United States6752 Posts
When they try sc2, despite being the types of players who play in 4-6 hour stretches several sessions a week and at least 2-3 hours a night. They can't even get to 40-50 APM on SC2 usually hovering in the 20-30 range if they practice for a few days. Majority if people would call them hard core gamers, people with no lives, the opposite of casual. So when people on TL talk about how hard mechanics are and try to talk about how "APM doesn't matter" please understand that only a small percentage of hardcore gamers can even play Starcraft (either version) let alone expect the actual "casual market" to be able to keep up with the mechanics of Starcraft. And when those hardcore players get told to stop being casual noobs when every other game they are the ones being told to stop being so hardcore--it becomes an obvious community issue. | ||
J-dawg
United States42 Posts
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Thieving Magpie
United States6752 Posts
On December 31 2015 12:43 J-dawg wrote: They haven't practiced and played enough! ![]() I'm the guy usually asking "up for some BW comp stomps?" Followed by "SC2 comp stomps is much easier?" And then we eventually play either heroes of the storm, LoL, or decide to just meet up somewhere and play board games because no one else wants to take the time to struggle with the mechanics of the game. | ||
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c3rberUs
Japan11285 Posts
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Thieving Magpie
United States6752 Posts
On December 31 2015 17:35 c3rberUs wrote: Interesting to hear that. I've had some friends try BW who play other games hardcore too. They get to about the 90 APM range despite playing with no mouse (we did it on laptops lol) with the slowest guys having around 40. Quick question--were they laddering when doing this? My friends get much faster playing UMS games compared to ladder. | ||
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