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Can broodwar make a comeback like Ages of Empires?

Forum Index > BW General
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cncbmb
Profile Joined August 2009
238 Posts
Last Edited: 2016-02-21 08:49:11
February 21 2016 08:48 GMT
#1
I've noticed alot of age of empires 2 channels and expansions the past few yeaars
https://www.youtube.com/results?search_query=age of empires 2

How come AoE2 was able to make a big comeback?

Will this ever happen for BW in terms of UMS? It's what I really miss the most- I could never get into melee, takes too much skill, doesn't have that silliness of UMS like a shotty LOTR sc UMS.

I can't really get into SC2 somehow it doesn't have that magic for me
duke91
Profile Joined April 2014
Germany1458 Posts
February 21 2016 08:51 GMT
#2
Because the standard blizzard servers don't work. There is literally no support for BW since 10 years. If Blizzard somehow manages to just bring out a working client, then yes.
( ͡° ͜ʖ ͡°)STYLE START SBENU( ͡° ͜ʖ ͡°)
chrisolo
Profile Joined May 2009
Germany2606 Posts
February 21 2016 09:10 GMT
#3
I dont know if AoE2 still has a eSport scene like BW does, but I am 99% sure it ain't as big as the eSport scene from BW is.
¯\_(ツ)_/¯ - aka cReAtiVee
Caihead
Profile Blog Joined July 2011
Canada8550 Posts
February 21 2016 09:13 GMT
#4
AoE2 might not have as much of a proper esports presence like BW does, but it definitely has more of a grass roots resurgence outside of the dedicated fanbase. I have a much easier time getting people to try out AoE2 HD than BW.
"If you're not living in the US or are a US Citizen, please do not tell us how to vote or how you want our country to be governed." - Serpest, American Hero
Probemicro
Profile Joined February 2014
3708 Posts
February 21 2016 09:21 GMT
#5
On February 21 2016 18:10 chrisolo wrote:
I dont know if AoE2 still has a eSport scene like BW does, but I am 99% sure it ain't as big as the eSport scene from BW is.


competitive AoE2 players don't play AoE2 HD
Nazara
Profile Blog Joined May 2014
United Kingdom235 Posts
February 21 2016 09:23 GMT
#6
BW HD, support for higher resolutions, better looking sprites etc.
Anti-hack/Warden for ladder games.
Win 7-10 color bug fixes.

And watch BW coming back.

Kurbz
Profile Joined April 2011
Australia88 Posts
February 21 2016 09:35 GMT
#7
I'm still hanging out for 2018 20 year BW remastered edition xD
Never argue with an idiot, they will bring you down to their level and beat you with experience.
Probemicro
Profile Joined February 2014
3708 Posts
Last Edited: 2016-02-21 09:37:42
February 21 2016 09:36 GMT
#8
On February 21 2016 18:23 Nazara wrote:
BW HD, support for higher resolutions, better looking sprites etc.


yes it is nice but its not gonna be some major graphical revamp, it will still be more or less the same graphical engine, the sprites will a little "nicer" and touched up ie. AoE2 HD thats all. it will still be 2d. change too much and it will no longer be the same game.
people too used to modern 3d graphics will still vomit and puke at it.

On February 21 2016 18:23 Nazara wrote:
Anti-hack/Warden for ladder games.


over the years warden is proven to be useless, as long as there is a dedicated hacker selling hacks it will just be a cat and mouse game. sc2 masters and above still has plentyyy of hackers. current BW does not have much of a hacking problem because there is no financial incentive/demand to update hacks.
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
February 21 2016 09:41 GMT
#9
I don't see a reason why people would want to go back to bw just for the UMS, Its fun but aren't there better alternatives for that?
The harder it becomes, the more you should focus on the basics.
HaN-
Profile Blog Joined June 2009
France1919 Posts
February 21 2016 09:43 GMT
#10
Blizzard is supposedly working on a revamp of BW and its other classics games.

http://blizzardwatch.com/2015/11/04/blizzard-updating-warcraft-iii-diablo-ii-and-starcraft-in-hd/
Calendaraka Foxhan
Endymion
Profile Blog Joined November 2009
United States3701 Posts
February 21 2016 10:06 GMT
#11
he's talking about ums not esports ~~ but yes, a new client would probably be needed for a western ums revival
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
ProMeTheus112
Profile Joined December 2009
France2027 Posts
February 21 2016 10:24 GMT
#12
On February 21 2016 18:21 Probemicro wrote:
Show nested quote +
On February 21 2016 18:10 chrisolo wrote:
I dont know if AoE2 still has a eSport scene like BW does, but I am 99% sure it ain't as big as the eSport scene from BW is.


competitive AoE2 players don't play AoE2 HD

really why? curious!

On February 21 2016 18:41 sabas123 wrote:
I don't see a reason why people would want to go back to bw just for the UMS, Its fun but aren't there better alternatives for that?

I think that aside from having a great editor (though WC3 or SC2 editor allow for more possibilities), BW has these two great qualities that are very important to people who like to play UMS :
1] great art (graphics, music, atmosphere)
2] great mechanics, this is super important because all the gameplay is based on that, it's hard to find a game that has better mechanics!
Garmer
Profile Joined October 2010
1286 Posts
Last Edited: 2016-02-21 10:28:00
February 21 2016 10:26 GMT
#13
On February 21 2016 18:10 chrisolo wrote:
I dont know if AoE2 still has a eSport scene like BW does, but I am 99% sure it ain't as big as the eSport scene from BW is.



that's not the point, the point is that now aoe is very big for a game that was basically dead and only because microsoft released an hd version

ths mean that if blizzard will release a sort of enhanced version of bw, it may be big again, maybe they can do BW without the limit of 12 unit as an option, for newbie
iPlaY.NettleS
Profile Blog Joined June 2010
Australia4329 Posts
February 21 2016 10:28 GMT
#14
On February 21 2016 18:43 HaN- wrote:
Blizzard is supposedly working on a revamp of BW and its other classics games.

http://blizzardwatch.com/2015/11/04/blizzard-updating-warcraft-iii-diablo-ii-and-starcraft-in-hd/

I wonder if they will use this remake opportunity to shunt these games onto BNet 2.0 and close down the original Bnet?
Not that it bothers me anymore, bring on the HD remake!
https://www.youtube.com/watch?v=e7PvoI6gvQs
_Animus_
Profile Joined February 2011
Bulgaria1064 Posts
Last Edited: 2016-02-21 15:36:12
February 21 2016 13:51 GMT
#15
Bw comunity is too conservative for changes into the game, wich is hindrance i feel. For instance that wc3 mod was looking good for me, but when i go into thread and see what people think it was full of shit. Its like Bw people want to force everyone to stay in prehistoric era because touching bw is herecy, when acutally there are people who will enjoy these changes.

I know bw cant make such comeback in one area, the playerpool. On Garena AOE server i saw 10 000 players online and it was not in peak time, dont remember if its AOE 1 or 2 but that was really shoking. If you go in Gameranger server u see a similar picture, no idea about other servers. And Having to see 300+/400 players on iccup peak time makes me ask myself why is that? Probably because game is too complicated and deep to just play without puting too much effort. But that depth is what makes it interesting for me at least. If the game can become more user friendly, or have separate section of server for casual low level players and gets enough advertising it can grow significantly i think. Because if you are not from these who followed esports scene and just go back to the game for fun and get raped 5 times in a row u probably just quit forever.

One more thing, CnCnet servers (Cncnet is provider of online play for the classic CnC games CnC1 ,2, RA 1, 2, Dune 2000) have more RA1 players than Bw almost all the time, which is weird in my oppinion, because all games are just tank spam arena fights and i get bored after playing just a few games.
Luv ya BroodWar!
Fighter
Profile Joined August 2010
Korea (South)1531 Posts
February 21 2016 14:13 GMT
#16
I was thinking it might have more in common with the Melee scene. A superior game gets pushed out by a sequel, until eventually everyone realizes it and starts to go back, with stragglers hanging on and following new installments while the original great stays strong.
For Aiur???
ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2016-02-21 14:29:43
February 21 2016 14:26 GMT
#17
I had no idea RA1 or AoE(2?) were getting more players than BW today. Judging on the history of the games, to me it means that BW desperately needs better casual servers easy to access? (BW always had a LOT more players than AoE 1 or 2). It's the most important thing, to just have fun games with lots of people and make friends etc, 1v1 and competition always comes on top of that and benefits from that. Need updated public servers and yeah an updated release, hopefully that's actually in blizzard's plan. I really hope it comes with a good Bnet interface for chat and custom games and all :O and a lan-mode omg^^
Gullis
Profile Joined April 2012
Sweden740 Posts
February 21 2016 17:52 GMT
#18
It will never happen as long as you have to do the portfoward thing, (as well as fix additionstal lagg issues, not to mention you will probably have lagg anyway).
I would rather eat than see my children starve.
Me_ToKa
Profile Joined September 2009
Bulgaria309 Posts
Last Edited: 2016-02-21 18:40:03
February 21 2016 18:37 GMT
#19
On February 21 2016 18:43 HaN- wrote:
Blizzard is supposedly working on a revamp of BW and its other classics games.

http://blizzardwatch.com/2015/11/04/blizzard-updating-warcraft-iii-diablo-ii-and-starcraft-in-hd/


If I see these games in HD on my computer I can die in peace!
HoMM3 has HD too, but no random map generator..
HD versions will bring many young peoples to the older then them games xD
Jealous
Profile Blog Joined December 2011
10120 Posts
Last Edited: 2016-02-21 19:23:32
February 21 2016 19:21 GMT
#20
On February 21 2016 23:13 Fighter wrote:
I was thinking it might have more in common with the Melee scene. A superior game gets pushed out by a sequel, until eventually everyone realizes it and starts to go back, with stragglers hanging on and following new installments while the original great stays strong.

This. This is the path BW should/could take.

Brood War's popularity comes from its 1v1 scene, not UMS. It's a highly competitive game and if that's not something you're interested in, then you can find UMS on GameRanger/East/whatever. The revival of the game is dependent on its competitive scene, just like Melee. No one cares about players who do story mode or minigames or something, in the sense that those players don't really contribute much to the scene. Same with BW/UMS.

Project Melee, although nixed now, was what could be a parallel to BW HD in some ways, and probably did bring some players to regular BW. Like said above about AoE2 vs. HD, HD brought in new players and the classic is still where the true competition lies. If something like that happens for BW, I'd be happy to see people enter the scene because they were given a more aesthetically pleasing game to get hooked with, and then decided to become competitive and came to the original. But, purists and people who already value competition will probably just stick to the classic. Not to say that I won't try the HD just out of curiosity,
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
purakushi
Profile Joined August 2012
United States3300 Posts
Last Edited: 2016-02-21 19:36:19
February 21 2016 19:34 GMT
#21
On February 21 2016 18:23 Nazara wrote:
BW HD, support for higher resolutions, better looking sprites etc.
Anti-hack/Warden for ladder games.
Win 7-10 color bug fixes.

And watch BW coming back.



This (though personally I love the gritty star1 graphics as they are)

Plus fixing the network code. Lots of issues with not being able to host games. Needing third party plug in for LAN latency and ports.

As long as the core stays the same (pathing, 12 selection, and other BW quirks)
T P Z sagi
LemOn
Profile Blog Joined July 2005
United Kingdom8629 Posts
Last Edited: 2016-02-21 19:48:10
February 21 2016 19:47 GMT
#22
I think Blizzard can just dump SC2 now that no expansions are coming? Or at least not try to kill BW actively, and be open for development

But it largely depends on them...
Much is the father figure that I miss in my life. Go Daddy! DoC.LemOn, LemOn[5thF]
ProMeTheus112
Profile Joined December 2009
France2027 Posts
February 21 2016 20:14 GMT
#23
What about 3vs3 though? :D that's how I got into BW, so many people playing 3v3 all the time, some UMS, some 2v2, and a lot of people simultaneously trying to get better @1v1 where the true competition is. So much memories of a lot of fun on 3v3 and just switching around between that and other things + 1v1 for serious game. It's weird because online we've always played it nearly always on that same one map, but I feel like 3vs3 has played a really important role in BW. Getting more wins on the win-loss-disc counter for your account playing 3vs3 is nice casual goal^^ but for sure 1v1 has always been very central, it is such a natural way to play the game even trying to beat a CPU in 1v1 is a normal starting goal. Also there have always been a little split where some people would just play on Fastest/Money maps all the time, BGH, or even "norush" lol
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
February 21 2016 20:31 GMT
#24
I saw lots of people play AoE2 during lunch break at my university. I think it's because it's a less competitive game, which is more about simulation and discovering new technology levels, which takes place in a more tasteful environment than Brood War's brand of colorful and cartoony space monsters dying bloody deaths.

I think a HD version of BW could be successful though. I would certainly play it, I don't like the hyper realistic, smooth and fast paced graphics and gameplay of SC2. It's like the difference between Diablo II and III, where I consider II to be more atmospheric and enjoyable in case I just want to immerse myself in a video game world.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Nazara
Profile Blog Joined May 2014
United Kingdom235 Posts
Last Edited: 2016-02-21 21:55:27
February 21 2016 21:52 GMT
#25
On February 22 2016 04:34 purakushi wrote:Plus fixing the network code. Lots of issues with not being able to host games. Needing third party plug in for LAN latency and ports.
Yeah, and this as well.
Not being able to host games was the one of the main reasons I switched to SC2.
That and lack of matchmaking (I was only C- on old iCCup ranking system), being trashed by people hosting "D/D+/C- join" and seeing later that he's 15:1 or something... yeah

It's like the difference between Diablo II and III, where I consider II to be more atmospheric and enjoyable in case I just want to immerse myself in a video game world.
Couple of years ago I would recommend you Median Ultimative mod, right now there isn't a lot of people on servers.
Jealous
Profile Blog Joined December 2011
10120 Posts
February 21 2016 23:18 GMT
#26
On February 22 2016 06:52 Nazara wrote:
Show nested quote +
On February 22 2016 04:34 purakushi wrote:Plus fixing the network code. Lots of issues with not being able to host games. Needing third party plug in for LAN latency and ports.
Yeah, and this as well.
Not being able to host games was the one of the main reasons I switched to SC2.
That and lack of matchmaking (I was only C- on old iCCup ranking system), being trashed by people hosting "D/D+/C- join" and seeing later that he's 15:1 or something... yeah

Show nested quote +
It's like the difference between Diablo II and III, where I consider II to be more atmospheric and enjoyable in case I just want to immerse myself in a video game world.
Couple of years ago I would recommend you Median Ultimative mod, right now there isn't a lot of people on servers.

But what is a person supposed to do when they are 15-1 C-? They can't join B games because they will get kicked out for being low. This is part of the ladder system. Being C- is because everyone who is better than you beats you on their way past you, and everyone worse than you keeps you out of D ranks. What you're basically saying is you need a more forgiving ladder system, and that's understandable, but don't blame the individual players who are using the system correctly.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
letian
Profile Blog Joined May 2010
Germany4221 Posts
February 22 2016 02:26 GMT
#27
AoE2, seriously?
letian
Profile Blog Joined May 2010
Germany4221 Posts
Last Edited: 2016-02-22 02:40:05
February 22 2016 02:38 GMT
#28
AoE2 come back is tendentious.
Whenever a update to an old game comes out, sales and popularity rise.

BW come back? It never went much away in the first place.
Look at the number of BW and SC2 stream viewers these days and tell me which game slowly loses popularity.

Also, I never thought BW was that popular outside Korea, where there is an established huge gamer base. The game is too "ugly" and hard for contemporary gamers.
G5
Profile Blog Joined August 2005
United States2898 Posts
February 22 2016 03:57 GMT
#29
If they made a match making system with Broodwar like they did in SC2, it would help sooooo much.
cncbmb
Profile Joined August 2009
238 Posts
February 22 2016 04:40 GMT
#30
On February 22 2016 04:21 Jealous wrote:
Show nested quote +
On February 21 2016 23:13 Fighter wrote:
I was thinking it might have more in common with the Melee scene. A superior game gets pushed out by a sequel, until eventually everyone realizes it and starts to go back, with stragglers hanging on and following new installments while the original great stays strong.

This. This is the path BW should/could take.

Brood War's popularity comes from its 1v1 scene, not UMS. It's a highly competitive game and if that's not something you're interested in, then you can find UMS on GameRanger/East/whatever. The revival of the game is dependent on its competitive scene, just like Melee. No one cares about players who do story mode or minigames or something, in the sense that those players don't really contribute much to the scene. Same with BW/UMS.

Project Melee, although nixed now, was what could be a parallel to BW HD in some ways, and probably did bring some players to regular BW. Like said above about AoE2 vs. HD, HD brought in new players and the classic is still where the true competition lies. If something like that happens for BW, I'd be happy to see people enter the scene because they were given a more aesthetically pleasing game to get hooked with, and then decided to become competitive and came to the original. But, purists and people who already value competition will probably just stick to the classic. Not to say that I won't try the HD just out of curiosity,


:O

I didn't realize alot of people felt the same way. I've been getting into Melee and AoE2 a ton this year and they seemed so vibrant, all sorts of youtube channels popping up and there seemed like alot of energy in the Genesis 3 melee tourney videos.

and then I look at BW US East and all the UMS have died. Used be tons of Strip Megan Fox, Lotr, helms deep, diplo etc on US BW East. And my favorite game, competitive WW2 Allied Final/TTT and WW1 5.1 or WW1 Diamond. Two years before SC2 came out there still all sorts of great WW2 BW UMS then it just kaputtzz... like one game on US BW east now and you get swarmed by hackers.
Probemicro
Profile Joined February 2014
3708 Posts
Last Edited: 2016-02-22 04:47:21
February 22 2016 04:46 GMT
#31
On February 22 2016 13:40 cncbmb wrote:
Show nested quote +
On February 22 2016 04:21 Jealous wrote:
On February 21 2016 23:13 Fighter wrote:
I was thinking it might have more in common with the Melee scene. A superior game gets pushed out by a sequel, until eventually everyone realizes it and starts to go back, with stragglers hanging on and following new installments while the original great stays strong.

This. This is the path BW should/could take.

Brood War's popularity comes from its 1v1 scene, not UMS. It's a highly competitive game and if that's not something you're interested in, then you can find UMS on GameRanger/East/whatever. The revival of the game is dependent on its competitive scene, just like Melee. No one cares about players who do story mode or minigames or something, in the sense that those players don't really contribute much to the scene. Same with BW/UMS.

Project Melee, although nixed now, was what could be a parallel to BW HD in some ways, and probably did bring some players to regular BW. Like said above about AoE2 vs. HD, HD brought in new players and the classic is still where the true competition lies. If something like that happens for BW, I'd be happy to see people enter the scene because they were given a more aesthetically pleasing game to get hooked with, and then decided to become competitive and came to the original. But, purists and people who already value competition will probably just stick to the classic. Not to say that I won't try the HD just out of curiosity,


:O

I didn't realize alot of people felt the same way. I've been getting into Melee and AoE2 a ton this year and they seemed so vibrant, all sorts of youtube channels popping up and there seemed like alot of energy in the Genesis 3 melee tourney videos.

and then I look at BW US East and all the UMS have died. Used be tons of Strip Megan Fox, Lotr, helms deep, diplo etc on US BW East. And my favorite game, competitive WW2 Allied Final/TTT and WW1 5.1 or WW1 Diamond. Two years before SC2 came out there still all sorts of great WW2 BW UMS then it just kaputtzz... like one game on US BW east now and you get swarmed by hackers.


if you learn a little korean, you can play UMS in korean fish server.
they have tons of games, WW/snipers/TD/helm deep etc there. new maps being made in 2016, like this year's popular One Punch Man tower defense map. BW revival is pretty much a korean thing, it just looks dead because you are stuck in US East,
cncbmb
Profile Joined August 2009
238 Posts
Last Edited: 2016-02-22 05:07:15
February 22 2016 05:05 GMT
#32
On February 22 2016 13:46 Probemicro wrote:
Show nested quote +
On February 22 2016 13:40 cncbmb wrote:
On February 22 2016 04:21 Jealous wrote:
On February 21 2016 23:13 Fighter wrote:
I was thinking it might have more in common with the Melee scene. A superior game gets pushed out by a sequel, until eventually everyone realizes it and starts to go back, with stragglers hanging on and following new installments while the original great stays strong.

This. This is the path BW should/could take.

Brood War's popularity comes from its 1v1 scene, not UMS. It's a highly competitive game and if that's not something you're interested in, then you can find UMS on GameRanger/East/whatever. The revival of the game is dependent on its competitive scene, just like Melee. No one cares about players who do story mode or minigames or something, in the sense that those players don't really contribute much to the scene. Same with BW/UMS.

Project Melee, although nixed now, was what could be a parallel to BW HD in some ways, and probably did bring some players to regular BW. Like said above about AoE2 vs. HD, HD brought in new players and the classic is still where the true competition lies. If something like that happens for BW, I'd be happy to see people enter the scene because they were given a more aesthetically pleasing game to get hooked with, and then decided to become competitive and came to the original. But, purists and people who already value competition will probably just stick to the classic. Not to say that I won't try the HD just out of curiosity,


:O

I didn't realize alot of people felt the same way. I've been getting into Melee and AoE2 a ton this year and they seemed so vibrant, all sorts of youtube channels popping up and there seemed like alot of energy in the Genesis 3 melee tourney videos.

and then I look at BW US East and all the UMS have died. Used be tons of Strip Megan Fox, Lotr, helms deep, diplo etc on US BW East. And my favorite game, competitive WW2 Allied Final/TTT and WW1 5.1 or WW1 Diamond. Two years before SC2 came out there still all sorts of great WW2 BW UMS then it just kaputtzz... like one game on US BW east now and you get swarmed by hackers.


if you learn a little korean, you can play UMS in korean fish server.
they have tons of games, WW/snipers/TD/helm deep etc there. new maps being made in 2016, like this year's popular One Punch Man tower defense map. BW revival is pretty much a korean thing, it just looks dead because you are stuck in US East,


It's settled then. Time to practice my first Korean words
김치

Is it just me or does it kind of look Chinese (dao, kou radicals, da characters)
TheGreatOne
Profile Joined November 2005
United States534 Posts
February 22 2016 05:14 GMT
#33
I didn't realize Brood War is all that far back seeing as how Flash is beginning to Stream and there is a still a good group of pros that play.
Protoss has always been the strongest race and always will be!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
B-royal
Profile Joined May 2015
Belgium1330 Posts
Last Edited: 2016-02-22 05:28:16
February 22 2016 05:27 GMT
#34
Brood war could definitely make a come back if its HD version were to be made available on the steam platform.
Also, we need more word of mouth. When you check image hosting sites such as 9Gag/Funnyjunk/imgur/... you'll see the occasional age of empires post but never something related to starcraft (1 or 2). These sites get lots of views and are bound to get some people to at least look up the game.
new BW-player (~E rank fish) twitch.tv/crispydrone || What plays 500 games a season but can't get better? => http://imgur.com/a/pLzf9 <= ||
iamho
Profile Joined June 2009
United States3347 Posts
February 22 2016 07:32 GMT
#35
I'm not sure where you're getting that AoE2 is more popular than BW. Fish server alone gets around 18k concurrent players at peak hours. AoE2HD gets around 10k peak though this includes singleplayer; AoE2 through Voobly probably gets around 2-3k.

The biggest concern with a BW HD is that all the mechanics may not be able to be replicated exactly, and many people may stick with the old game splitting the community which is sort of what happened with AoE2.
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50107 Posts
February 22 2016 08:50 GMT
#36
honestly what people should be looking for is for BW to get the openxcom treatment.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
Jealous
Profile Blog Joined December 2011
10120 Posts
February 22 2016 09:08 GMT
#37
On February 22 2016 17:50 BLinD-RawR wrote:
honestly what people should be looking for is for BW to get the openxcom treatment.

Could you elaborate for the uninitiated?
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50107 Posts
Last Edited: 2016-02-22 09:18:42
February 22 2016 09:13 GMT
#38
On February 22 2016 18:08 Jealous wrote:
Show nested quote +
On February 22 2016 17:50 BLinD-RawR wrote:
honestly what people should be looking for is for BW to get the openxcom treatment.

Could you elaborate for the uninitiated?


http://openxcom.org/about/

What is OpenXcom?

OpenXcom is an open-source clone of the original UFO: Enemy Unknown (X-Com: UFO Defense in USA), licensed under the GPL and written in C++ / SDL. It was originally founded by SupSuper in February 2010, and has since grown into a small development team surrounded by a very supporting community.

The goal of the project is to bring back the tried and true feel of the original with none of the issues. All the same graphics, sound and gameplay with a brand new codebase written from scratch.


people used to jump through hoops to run the game on vista and above, now however if you wanted to play the original xcom all you have to do is get the game then download and patch-in openxcom and thats it, plus it made the game moddable too.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
molotow[eef]
Profile Joined October 2012
Germany81 Posts
February 22 2016 09:47 GMT
#39
A good thing in keeping UMS gaming alive would have been not abandaning/ ragequitting on the last living east UMS-community for pretty tiny reason and then delete fb/mobilenumber ^^
I'd imagine ww2 is now gone for good. Not a single capable player is still putting effort into it + your ragequit made bobo, god bless him, overthink his life, he now flew to myamar searching for a nice and caring wife. Also why you never accept my calls? ;-)
evolsiefil
Profile Joined October 2015
143 Posts
February 22 2016 10:42 GMT
#40
Age of empires never Made a comeback. The playerbase is like 2k. Ms is just milking the few remaining Fans with a bunch of crappy generic expansions.
c3rberUs
Profile Blog Joined December 2010
Japan11286 Posts
February 22 2016 12:10 GMT
#41
The biggest obstacle to an openSC:BW is Blizzard because they can easily shut it down.

In theory, if BW gets an update, it would generate some buzz but for resurgence to take place, it needs to be modernized for today's platforms (networking and compatibility) and gamers (graphics retouch.)
WriterMovie, 진영화 : "StarCraft will never die".
ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2016-02-22 12:13:28
February 22 2016 12:12 GMT
#42
On February 22 2016 16:32 iamho wrote:The biggest concern with a BW HD is that all the mechanics may not be able to be replicated exactly, and many people may stick with the old game splitting the community which is sort of what happened with AoE2.

yeah that would be really bad
perhaps we should write to blizzard for info and concerns
lestye
Profile Blog Joined August 2010
United States4155 Posts
February 22 2016 12:25 GMT
#43
On February 22 2016 16:32 iamho wrote:
I'm not sure where you're getting that AoE2 is more popular than BW. Fish server alone gets around 18k concurrent players at peak hours. AoE2HD gets around 10k peak though this includes singleplayer; AoE2 through Voobly probably gets around 2-3k.

The biggest concern with a BW HD is that all the mechanics may not be able to be replicated exactly, and many people may stick with the old game splitting the community which is sort of what happened with AoE2.

Which is very simliar to whats happened to AoE2. For as much as successful as as AoE2HD is, the competitive community doesnt touch it.

And BW is built on glitches that became a staple of the gameplay/balance which would be hard to replicate in a remake.

That being said, AoE2 is a lot more casual friendly than BW is. If you released a BW remake tomorrow, that was perfect. you'd lose a vast, vast majority of the casual outside-of-Korea playerbase when they see you cant rally your workers to mineral patches like you can in SC2/WC3/other RTSes. They'd dismiss that as archaic, boring, etc and never touch it again.
"You guys are just edgelords. Embrace your inner weeb desu" -Zergneedsfood
ProMeTheus112
Profile Joined December 2009
France2027 Posts
February 22 2016 12:51 GMT
#44
On February 22 2016 21:25 lestye wrote: you'd lose a vast, vast majority of the casual outside-of-Korea playerbase when they see you cant rally your workers to mineral patches like you can in SC2/WC3/other RTSes. They'd dismiss that as archaic, boring, etc and never touch it again.

tbh for that part I understand it and pretty much agree with them hahahahaha
Endymion
Profile Blog Joined November 2009
United States3701 Posts
February 22 2016 14:04 GMT
#45
On February 22 2016 13:40 cncbmb wrote:
Show nested quote +
On February 22 2016 04:21 Jealous wrote:
On February 21 2016 23:13 Fighter wrote:
I was thinking it might have more in common with the Melee scene. A superior game gets pushed out by a sequel, until eventually everyone realizes it and starts to go back, with stragglers hanging on and following new installments while the original great stays strong.

This. This is the path BW should/could take.

Brood War's popularity comes from its 1v1 scene, not UMS. It's a highly competitive game and if that's not something you're interested in, then you can find UMS on GameRanger/East/whatever. The revival of the game is dependent on its competitive scene, just like Melee. No one cares about players who do story mode or minigames or something, in the sense that those players don't really contribute much to the scene. Same with BW/UMS.

Project Melee, although nixed now, was what could be a parallel to BW HD in some ways, and probably did bring some players to regular BW. Like said above about AoE2 vs. HD, HD brought in new players and the classic is still where the true competition lies. If something like that happens for BW, I'd be happy to see people enter the scene because they were given a more aesthetically pleasing game to get hooked with, and then decided to become competitive and came to the original. But, purists and people who already value competition will probably just stick to the classic. Not to say that I won't try the HD just out of curiosity,


:O

I didn't realize alot of people felt the same way. I've been getting into Melee and AoE2 a ton this year and they seemed so vibrant, all sorts of youtube channels popping up and there seemed like alot of energy in the Genesis 3 melee tourney videos.

and then I look at BW US East and all the UMS have died. Used be tons of Strip Megan Fox, Lotr, helms deep, diplo etc on US BW East. And my favorite game, competitive WW2 Allied Final/TTT and WW1 5.1 or WW1 Diamond. Two years before SC2 came out there still all sorts of great WW2 BW UMS then it just kaputtzz... like one game on US BW east now and you get swarmed by hackers.


ah yes, strip megan fox, the apex of broodwar ums
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50107 Posts
February 22 2016 14:36 GMT
#46
I thought that was strip idra?
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
Last Edited: 2016-02-22 14:58:26
February 22 2016 14:57 GMT
#47
Why not both?

It is kinda stupid though, if there was a HD remaster with new servers, they'd crack down and ban a ton of UMS like that Idra simulator :\
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
greenelve
Profile Joined April 2011
Germany1392 Posts
February 22 2016 15:15 GMT
#48
On February 22 2016 21:10 c3rberUs wrote:
The biggest obstacle to an openSC:BW is Blizzard because they can easily shut it down.

In theory, if BW gets an update, it would generate some buzz but for resurgence to take place, it needs to be modernized for today's platforms (networking and compatibility) and gamers (graphics retouch.)

Also comfort functions gameplaywise. Otherwise people would try it out - like they did with Broodwar when Starcraft 2 was out - and then leave it because the controls have aged too much. Modern games needs modern standards.
z0r.de for your daily madness /// Who knows what evil lurks in the heart of men? The Shadow knows!
Endymion
Profile Blog Joined November 2009
United States3701 Posts
February 22 2016 15:19 GMT
#49
On February 22 2016 23:36 BLinD-RawR wrote:
I thought that was strip idra?

strip idra is too easy, all you need to do is type "carriers are a good skill toi have"
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
palexhur
Profile Joined May 2010
Colombia730 Posts
Last Edited: 2016-02-22 16:39:59
February 22 2016 16:36 GMT
#50
I have followed both scenes for years, AoE2 is never going to have the size of BW in Korea, but for several years the "foreign"scene has been healthier and bigger than BW, AoE: HD has brought many new players to the scene, but more important viewers to the competitive part of the game which is played in Voobly (with the original Conquerors). Those saying that AoE2 is more casual than BW, it is not, gl going into AoE2 and being able to reach a decent rate, much harder to be a 2k player (top experts are 2.6k+ Elo, you begin with 1.6k, like chess), of course is casual in campaign, or if you play NR40 min, but that happens in every game with custom scenarios, or when theres a bunch of noobies who dont care about ratings and that stuff. What AoE2 promotes more than BW is team gameplay in casual and competitive games, and the game is slower the first minutes. BW HD being made in a good way has not negative things for this community.
Velitation
Profile Joined April 2010
Canada224 Posts
February 22 2016 20:26 GMT
#51
On February 21 2016 18:43 HaN- wrote:
Blizzard is supposedly working on a revamp of BW and its other classics games.

http://blizzardwatch.com/2015/11/04/blizzard-updating-warcraft-iii-diablo-ii-and-starcraft-in-hd/


Yeah, the job is still open.
http://us.blizzard.com/en-us/company/careers/posting.html?id=1600060

There are a few things that could change like broadcaster support. I'd be concerned if they addressed "bugs" like dragoon pathing. Ultimately if it can work better on modern systems that would be awesome.

AoE2 HD had many problems out the gate though. Only after a year were many issues resolved. One addition that was good for casuals was an attack move command though. I forgot AoE2 never had one.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
February 22 2016 21:13 GMT
#52
On February 23 2016 01:36 palexhur wrote:
I have followed both scenes for years, AoE2 is never going to have the size of BW in Korea, but for several years the "foreign"scene has been healthier and bigger than BW, AoE: HD has brought many new players to the scene, but more important viewers to the competitive part of the game which is played in Voobly (with the original Conquerors). Those saying that AoE2 is more casual than BW, it is not, gl going into AoE2 and being able to reach a decent rate, much harder to be a 2k player (top experts are 2.6k+ Elo, you begin with 1.6k, like chess), of course is casual in campaign, or if you play NR40 min, but that happens in every game with custom scenarios, or when theres a bunch of noobies who dont care about ratings and that stuff. What AoE2 promotes more than BW is team gameplay in casual and competitive games, and the game is slower the first minutes. BW HD being made in a good way has not negative things for this community.


I think what he was saying that it was more casual friendly is it's more open. There are team games which are popular (and imo the best team game RTS ever). But aoe2 is a hard game and the economy is a lot more complex.

When I think of something else, something will go here
Incognoto
Profile Blog Joined May 2010
France10239 Posts
Last Edited: 2016-02-22 22:09:03
February 22 2016 22:06 GMT
#53
Don't people play iCCup for broodwar?

AoE2 is still quite active, so is AoE3 surprisingly enough. I thought that BW was still somewhat active, something like a 2000 player base? Give or take?
maru lover forever
RoomOfMush
Profile Joined March 2015
1296 Posts
February 22 2016 22:30 GMT
#54
On February 22 2016 21:10 c3rberUs wrote:
The biggest obstacle to an openSC:BW is Blizzard because they can easily shut it down.

In theory, if BW gets an update, it would generate some buzz but for resurgence to take place, it needs to be modernized for today's platforms (networking and compatibility) and gamers (graphics retouch.)

We dont need to make an exact copy of BW. You can do a game which is almost exactly like BW but with different names and graphics. They are not the only ones allowed to create RTS games.
Jealous
Profile Blog Joined December 2011
10120 Posts
Last Edited: 2016-02-23 03:12:04
February 23 2016 03:09 GMT
#55
On February 23 2016 07:06 Incognoto wrote:
Don't people play iCCup for broodwar?

AoE2 is still quite active, so is AoE3 surprisingly enough. I thought that BW was still somewhat active, something like a 2000 player base? Give or take?


According to ICCup ladder list, there have been over 15000 players to log on this season:

http://iccup.com/en/ladder/1x1/page331.html

If we are very conservative and say that every player has a smurf account, we still end up with 7000+ unique players just this season.

This doesn't include fish, which is much, much more active. Or other UDP-simulating programs such as GameRanger, Evolve, Garena, and Hamachi. On the lowside, I would conservatively say the sum of their active player bases is 1000.

This also does not include all of the people who play in Korean netcafes. There is of course going to be a lot of overlap between the various venues, but even if we divide by 2 or 3 (saying that every person plays using 2 or 3 of these services), the numbers are still tremendous and much higher than AoE (from what was said in this thread).
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
palexhur
Profile Joined May 2010
Colombia730 Posts
Last Edited: 2016-02-23 05:19:53
February 23 2016 05:07 GMT
#56
On February 23 2016 12:09 Jealous wrote:
Show nested quote +
On February 23 2016 07:06 Incognoto wrote:
Don't people play iCCup for broodwar?

AoE2 is still quite active, so is AoE3 surprisingly enough. I thought that BW was still somewhat active, something like a 2000 player base? Give or take?


According to ICCup ladder list, there have been over 15000 players to log on this season:

http://iccup.com/en/ladder/1x1/page331.html

If we are very conservative and say that every player has a smurf account, we still end up with 7000+ unique players just this season.

This doesn't include fish, which is much, much more active. Or other UDP-simulating programs such as GameRanger, Evolve, Garena, and Hamachi. On the lowside, I would conservatively say the sum of their active player bases is 1000.

This also does not include all of the people who play in Korean netcafes. There is of course going to be a lot of overlap between the various venues, but even if we divide by 2 or 3 (saying that every person plays using 2 or 3 of these services), the numbers are still tremendous and much higher than AoE (from what was said in this thread).


Only Voobly has more than 10k unique players (number from like 2 years ago, it should be much higher now) conservative number btw because it supposes that every player has something crazy like 4-5 smurfs, it has 2k multiplayer base constantly or even more, of course numbers with Korea in it are going to be higher for BW, but without Korea, theres not doubt that AoE2 is stronger, and not only that, last year there were like $150k in tournament prizes, that is a very high amount for a very old game with not esport scene, but to be fair all the lights right now for SC are for SC2 so once SC2 declines maybe BW could have a stronger revival, including the HD thing.
cncbmb
Profile Joined August 2009
238 Posts
Last Edited: 2016-02-23 06:30:10
February 23 2016 05:26 GMT
#57
On February 22 2016 18:47 molotow[eef] wrote:
A good thing in keeping UMS gaming alive would have been not abandaning/ ragequitting on the last living east UMS-community for pretty tiny reason and then delete fb/mobilenumber ^^
I'd imagine ww2 is now gone for good. Not a single capable player is still putting effort into it + your ragequit made bobo, god bless him, overthink his life, he now flew to myamar searching for a nice and caring wife. Also why you never accept my calls? ;-)


I was and am still confident that ww2 will thrive without me and have more skilled games overall. It will be easier to fill games without me. I was quite a below average player anyway and there were many more qualified players than myself who could play Germany and Russia better. Plus, there are dozens of highly skilled UK players who were less rusty than me and understood the map better than I do. Truth be told, you guys never needed me to bring ww2 back in 2011 or in 2015 if you really think about it.

About your calls- you have a few of my emails from over the years when you've sent me maps and Team Liquid's PM system. If you are streaming BW or another game- I'd love to watch. I used to like watching SPQR play.
Incognoto
Profile Blog Joined May 2010
France10239 Posts
February 23 2016 18:57 GMT
#58
On February 23 2016 12:09 Jealous wrote:
Show nested quote +
On February 23 2016 07:06 Incognoto wrote:
Don't people play iCCup for broodwar?

AoE2 is still quite active, so is AoE3 surprisingly enough. I thought that BW was still somewhat active, something like a 2000 player base? Give or take?


According to ICCup ladder list, there have been over 15000 players to log on this season:

http://iccup.com/en/ladder/1x1/page331.html

If we are very conservative and say that every player has a smurf account, we still end up with 7000+ unique players just this season.

This doesn't include fish, which is much, much more active. Or other UDP-simulating programs such as GameRanger, Evolve, Garena, and Hamachi. On the lowside, I would conservatively say the sum of their active player bases is 1000.

This also does not include all of the people who play in Korean netcafes. There is of course going to be a lot of overlap between the various venues, but even if we divide by 2 or 3 (saying that every person plays using 2 or 3 of these services), the numbers are still tremendous and much higher than AoE (from what was said in this thread).


There's no way that anyone can say that BW is a dead game then. It even seem quite active, though I could see the argument that AoE2 has a more active tournament and/or youtube scene (so many events happen in that game).

I'm from AoE3, where we're literally excited to see 2500+ people online at a given time. So as far as I'm concerned, I can only wish that my favorite RTS could be as active a game as Brood War or AoE2.

I would suggest that people who are interested in Brood War start making videos for it, like it's done for AoE2. That might give its scene a bit more traction.
maru lover forever
ProMeTheus112
Profile Joined December 2009
France2027 Posts
February 23 2016 19:17 GMT
#59
Yeah BW definitely not quite dead and ain't declining!

I think you are right about making videos and stuff.
_Animus_
Profile Joined February 2011
Bulgaria1064 Posts
Last Edited: 2016-02-23 19:44:14
February 23 2016 19:33 GMT
#60
On February 23 2016 12:09 Jealous wrote:
Show nested quote +
On February 23 2016 07:06 Incognoto wrote:
Don't people play iCCup for broodwar?

AoE2 is still quite active, so is AoE3 surprisingly enough. I thought that BW was still somewhat active, something like a 2000 player base? Give or take?


According to ICCup ladder list, there have been over 15000 players to log on this season:

http://iccup.com/en/ladder/1x1/page331.html

If we are very conservative and say that every player has a smurf account, we still end up with 7000+ unique players just this season.

This doesn't include fish, which is much, much more active. Or other UDP-simulating programs such as GameRanger, Evolve, Garena, and Hamachi. On the lowside, I would conservatively say the sum of their active player bases is 1000.

This also does not include all of the people who play in Korean netcafes. There is of course going to be a lot of overlap between the various venues, but even if we divide by 2 or 3 (saying that every person plays using 2 or 3 of these services), the numbers are still tremendous and much higher than AoE (from what was said in this thread).

So u say 7000 unique players.+ Show Spoiler +
[image loading]
picture share


4500 players online for AoE 1 in garena. 0_0
and im pretty sure i saw 10K not long ago
Thinking of other reason we dont get such number of players is the intensity of the game. its easy to get tired with starcraft. Many will come to play 3-4 games and log off. I know people who dont play because they cant keep up with the fast pace. AoE can be played slower and u can enjoy it longer time.
Luv ya BroodWar!
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
February 23 2016 19:47 GMT
#61
On February 21 2016 22:51 _Animus_ wrote:
Bw comunity is too conservative for changes into the game, wich is hindrance i feel. For instance that wc3 mod was looking good for me, but when i go into thread and see what people think it was full of shit. Its like Bw people want to force everyone to stay in prehistoric era because touching bw is herecy, when acutally there are people who will enjoy these changes.

I know bw cant make such comeback in one area, the playerpool. On Garena AOE server i saw 10 000 players online and it was not in peak time, dont remember if its AOE 1 or 2 but that was really shoking. If you go in Gameranger server u see a similar picture, no idea about other servers. And Having to see 300+/400 players on iccup peak time makes me ask myself why is that? Probably because game is too complicated and deep to just play without puting too much effort. But that depth is what makes it interesting for me at least. If the game can become more user friendly, or have separate section of server for casual low level players and gets enough advertising it can grow significantly i think. Because if you are not from these who followed esports scene and just go back to the game for fun and get raped 5 times in a row u probably just quit forever.

One more thing, CnCnet servers (Cncnet is provider of online play for the classic CnC games CnC1 ,2, RA 1, 2, Dune 2000) have more RA1 players than Bw almost all the time, which is weird in my oppinion, because all games are just tank spam arena fights and i get bored after playing just a few games.


The reason is that every time people make Brood War in a new engine, they fail to maintain important unite behaviours and other features.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
Jealous
Profile Blog Joined December 2011
10120 Posts
February 23 2016 19:56 GMT
#62
On February 24 2016 04:33 _Animus_ wrote:
Show nested quote +
On February 23 2016 12:09 Jealous wrote:
On February 23 2016 07:06 Incognoto wrote:
Don't people play iCCup for broodwar?

AoE2 is still quite active, so is AoE3 surprisingly enough. I thought that BW was still somewhat active, something like a 2000 player base? Give or take?


According to ICCup ladder list, there have been over 15000 players to log on this season:

http://iccup.com/en/ladder/1x1/page331.html

If we are very conservative and say that every player has a smurf account, we still end up with 7000+ unique players just this season.

This doesn't include fish, which is much, much more active. Or other UDP-simulating programs such as GameRanger, Evolve, Garena, and Hamachi. On the lowside, I would conservatively say the sum of their active player bases is 1000.

This also does not include all of the people who play in Korean netcafes. There is of course going to be a lot of overlap between the various venues, but even if we divide by 2 or 3 (saying that every person plays using 2 or 3 of these services), the numbers are still tremendous and much higher than AoE (from what was said in this thread).

So u say 7000 unique players.+ Show Spoiler +
[image loading]
picture share


4500 players online for AoE 1 in garena. 0_0
and im pretty sure i saw 10K not long ago
Thinking of other reason we dont get such number of players is the intensity of the game. its easy to get tired with starcraft. Many will come to play 3-4 games and log off. I know people who dont play because they cant keep up with the fast pace. AoE can be played slower and u can enjoy it longer time.

Well, as I said, there are much more people on Fish. Someone in another thread said something like 18k peaks if I'm not mistaken.

What you say about BW is true, and I think it's especially true for people with very high apm. Busting out 280 apm for multiple games straight is a serious strain. I was a casual AoE2 player for a while and even though I'd never claim to be good, I felt that APMs are for the most part lower there.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2016-02-23 21:34:06
February 23 2016 20:14 GMT
#63
That's why, in my opinion, if we would like BW to regain more casual/crowded/mainstream interest with a modern update, I feel like it would be better if the existing BW community is ok with some simple changes in the interface or control. Automine and MBS in particular, imo that would just be good to implement in an update/rerelease. Seriously, as a B~ level player I don't mind very much not having automine or MBS, it doesn't hinder me a lot, though I think it happens to anyone to forget and have some 4-5 probes waiting at nexus or something, and of course it affects everyone to have a harder mechanic to produce units / save buildings in control groups. But I'm pretty sure I would actually feel pretty good with such changes and feel like they improve quality of life for me as a player, and especially, for more casual or slower players or people who used to play long time ago, that's kinda hellish not having automine or MBS, especially when they want to start competing a bit with the better players, and if they compare with other games that have been released in the past 15 years. It doesn't feel particularly fair or rather, particularly smart. It's kinda outdated. 12 unit selection in my view must be super controversial cause it would be a huge change... but in my opinion it's also something that would be good to discuss/modify. Allow people to box as many units, or maybe just a higher limit. Because it slows you down a lot, it requires a lot more speed for not a lot of good reason. You want any decision that you make to be reduced to just as many actions as it needs, the control tools more efficient, without simplifying the mechanics of the game itself, the depth of unit movement and combat, the management of details in countless different possibilities. I've said it before, I think the only true/main advantage to 12 unit selection is the wireframe interface @the bottom which is great and I don't think it's good to lose that. But something could be done to keep the wireframes while still allowing to select more units. In my opinion, these few things are the most important to appeal to new players or more casual players or returning players again in higher numbers and not get them tired of the game, dismissing it as a click fest out of exhaustion and being too punished by it. Along with the extra accessibility and quality of life things, like support for different screen ratio, great Bnet easy to access with no need to forward ports, lan latency.

I think that, no automine / no MBS / 12 unit selection limit are not the reasons why BW is great. BW is great for a lot of reasons, one of them because it actually does have great controls, but they could be even better and use some smart updating

keeping in mind, when BW came out, the context was nobody was very good at RTS, nobody expected that playing BW very well would require such speed, and the other games were not at all comparable in quality of control as well
Zera
Profile Joined April 2010
Lithuania716 Posts
February 23 2016 23:31 GMT
#64
On February 24 2016 05:14 ProMeTheus112 wrote:+ Show Spoiler +

That's why, in my opinion, if we would like BW to regain more casual/crowded/mainstream interest with a modern update, I feel like it would be better if the existing BW community is ok with some simple changes in the interface or control. Automine and MBS in particular, imo that would just be good to implement in an update/rerelease. Seriously, as a B~ level player I don't mind very much not having automine or MBS, it doesn't hinder me a lot, though I think it happens to anyone to forget and have some 4-5 probes waiting at nexus or something, and of course it affects everyone to have a harder mechanic to produce units / save buildings in control groups. But I'm pretty sure I would actually feel pretty good with such changes and feel like they improve quality of life for me as a player, and especially, for more casual or slower players or people who used to play long time ago, that's kinda hellish not having automine or MBS, especially when they want to start competing a bit with the better players, and if they compare with other games that have been released in the past 15 years. It doesn't feel particularly fair or rather, particularly smart. It's kinda outdated. 12 unit selection in my view must be super controversial cause it would be a huge change... but in my opinion it's also something that would be good to discuss/modify. Allow people to box as many units, or maybe just a higher limit. Because it slows you down a lot, it requires a lot more speed for not a lot of good reason. You want any decision that you make to be reduced to just as many actions as it needs, the control tools more efficient, without simplifying the mechanics of the game itself, the depth of unit movement and combat, the management of details in countless different possibilities. I've said it before, I think the only true/main advantage to 12 unit selection is the wireframe interface @the bottom which is great and I don't think it's good to lose that. But something could be done to keep the wireframes while still allowing to select more units. In my opinion, these few things are the most important to appeal to new players or more casual players or returning players again in higher numbers and not get them tired of the game, dismissing it as a click fest out of exhaustion and being too punished by it. Along with the extra accessibility and quality of life things, like support for different screen ratio, great Bnet easy to access with no need to forward ports, lan latency.

I think that, no automine / no MBS / 12 unit selection limit are not the reasons why BW is great. BW is great for a lot of reasons, one of them because it actually does have great controls, but they could be even better and use some smart updating

keeping in mind, when BW came out, the context was nobody was very good at RTS, nobody expected that playing BW very well would require such speed, and the other games were not at all comparable in quality of control as well



infinity selection of mutas! What a lovely feature, especially in ZvT!

MBS and >12 unit selection would just make the game completely different. It would not longer be a BW.
JD fanboy. #FPPS
ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2016-02-24 00:13:27
February 24 2016 00:11 GMT
#65
On February 24 2016 08:31 Zera wrote:
Show nested quote +
On February 24 2016 05:14 ProMeTheus112 wrote:+ Show Spoiler +

That's why, in my opinion, if we would like BW to regain more casual/crowded/mainstream interest with a modern update, I feel like it would be better if the existing BW community is ok with some simple changes in the interface or control. Automine and MBS in particular, imo that would just be good to implement in an update/rerelease. Seriously, as a B~ level player I don't mind very much not having automine or MBS, it doesn't hinder me a lot, though I think it happens to anyone to forget and have some 4-5 probes waiting at nexus or something, and of course it affects everyone to have a harder mechanic to produce units / save buildings in control groups. But I'm pretty sure I would actually feel pretty good with such changes and feel like they improve quality of life for me as a player, and especially, for more casual or slower players or people who used to play long time ago, that's kinda hellish not having automine or MBS, especially when they want to start competing a bit with the better players, and if they compare with other games that have been released in the past 15 years. It doesn't feel particularly fair or rather, particularly smart. It's kinda outdated. 12 unit selection in my view must be super controversial cause it would be a huge change... but in my opinion it's also something that would be good to discuss/modify. Allow people to box as many units, or maybe just a higher limit. Because it slows you down a lot, it requires a lot more speed for not a lot of good reason. You want any decision that you make to be reduced to just as many actions as it needs, the control tools more efficient, without simplifying the mechanics of the game itself, the depth of unit movement and combat, the management of details in countless different possibilities. I've said it before, I think the only true/main advantage to 12 unit selection is the wireframe interface @the bottom which is great and I don't think it's good to lose that. But something could be done to keep the wireframes while still allowing to select more units. In my opinion, these few things are the most important to appeal to new players or more casual players or returning players again in higher numbers and not get them tired of the game, dismissing it as a click fest out of exhaustion and being too punished by it. Along with the extra accessibility and quality of life things, like support for different screen ratio, great Bnet easy to access with no need to forward ports, lan latency.

I think that, no automine / no MBS / 12 unit selection limit are not the reasons why BW is great. BW is great for a lot of reasons, one of them because it actually does have great controls, but they could be even better and use some smart updating

keeping in mind, when BW came out, the context was nobody was very good at RTS, nobody expected that playing BW very well would require such speed, and the other games were not at all comparable in quality of control as well



infinity selection of mutas! What a lovely feature, especially in ZvT!

MBS and >12 unit selection would just make the game completely different. It would not longer be a BW.

^^
originaly, mutas were not supposed to be able to clump in one spot and remain like this while attacking.. and nobody was doing that for a good bunch of years and the game was great
personally, I never really liked what the discovery of this "bug" did to the game I would vote for putting it out in all honesty
Jealous
Profile Blog Joined December 2011
10120 Posts
Last Edited: 2016-02-24 00:59:27
February 24 2016 00:55 GMT
#66
On February 24 2016 05:14 ProMeTheus112 wrote:
+ Show Spoiler +
That's why, in my opinion, if we would like BW to regain more casual/crowded/mainstream interest with a modern update, I feel like it would be better if the existing BW community is ok with some simple changes in the interface or control. Automine and MBS in particular, imo that would just be good to implement in an update/rerelease. Seriously, as a B~ level player I don't mind very much not having automine or MBS, it doesn't hinder me a lot, though I think it happens to anyone to forget and have some 4-5 probes waiting at nexus or something, and of course it affects everyone to have a harder mechanic to produce units / save buildings in control groups. But I'm pretty sure I would actually feel pretty good with such changes and feel like they improve quality of life for me as a player, and especially, for more casual or slower players or people who used to play long time ago, that's kinda hellish not having automine or MBS, especially when they want to start competing a bit with the better players, and if they compare with other games that have been released in the past 15 years. It doesn't feel particularly fair or rather, particularly smart. It's kinda outdated. 12 unit selection in my view must be super controversial cause it would be a huge change... but in my opinion it's also something that would be good to discuss/modify. Allow people to box as many units, or maybe just a higher limit. Because it slows you down a lot, it requires a lot more speed for not a lot of good reason. You want any decision that you make to be reduced to just as many actions as it needs, the control tools more efficient, without simplifying the mechanics of the game itself, the depth of unit movement and combat, the management of details in countless different possibilities. I've said it before, I think the only true/main advantage to 12 unit selection is the wireframe interface @the bottom which is great and I don't think it's good to lose that. But something could be done to keep the wireframes while still allowing to select more units. In my opinion, these few things are the most important to appeal to new players or more casual players or returning players again in higher numbers and not get them tired of the game, dismissing it as a click fest out of exhaustion and being too punished by it. Along with the extra accessibility and quality of life things, like support for different screen ratio, great Bnet easy to access with no need to forward ports, lan latency.

I think that, no automine / no MBS / 12 unit selection limit are not the reasons why BW is great. BW is great for a lot of reasons, one of them because it actually does have great controls, but they could be even better and use some smart updating

keeping in mind, when BW came out, the context was nobody was very good at RTS, nobody expected that playing BW very well would require such speed, and the other games were not at all comparable in quality of control as well

On February 24 2016 09:11 ProMeTheus112 wrote:
Show nested quote +
On February 24 2016 08:31 Zera wrote:
On February 24 2016 05:14 ProMeTheus112 wrote:+ Show Spoiler +

That's why, in my opinion, if we would like BW to regain more casual/crowded/mainstream interest with a modern update, I feel like it would be better if the existing BW community is ok with some simple changes in the interface or control. Automine and MBS in particular, imo that would just be good to implement in an update/rerelease. Seriously, as a B~ level player I don't mind very much not having automine or MBS, it doesn't hinder me a lot, though I think it happens to anyone to forget and have some 4-5 probes waiting at nexus or something, and of course it affects everyone to have a harder mechanic to produce units / save buildings in control groups. But I'm pretty sure I would actually feel pretty good with such changes and feel like they improve quality of life for me as a player, and especially, for more casual or slower players or people who used to play long time ago, that's kinda hellish not having automine or MBS, especially when they want to start competing a bit with the better players, and if they compare with other games that have been released in the past 15 years. It doesn't feel particularly fair or rather, particularly smart. It's kinda outdated. 12 unit selection in my view must be super controversial cause it would be a huge change... but in my opinion it's also something that would be good to discuss/modify. Allow people to box as many units, or maybe just a higher limit. Because it slows you down a lot, it requires a lot more speed for not a lot of good reason. You want any decision that you make to be reduced to just as many actions as it needs, the control tools more efficient, without simplifying the mechanics of the game itself, the depth of unit movement and combat, the management of details in countless different possibilities. I've said it before, I think the only true/main advantage to 12 unit selection is the wireframe interface @the bottom which is great and I don't think it's good to lose that. But something could be done to keep the wireframes while still allowing to select more units. In my opinion, these few things are the most important to appeal to new players or more casual players or returning players again in higher numbers and not get them tired of the game, dismissing it as a click fest out of exhaustion and being too punished by it. Along with the extra accessibility and quality of life things, like support for different screen ratio, great Bnet easy to access with no need to forward ports, lan latency.

I think that, no automine / no MBS / 12 unit selection limit are not the reasons why BW is great. BW is great for a lot of reasons, one of them because it actually does have great controls, but they could be even better and use some smart updating

keeping in mind, when BW came out, the context was nobody was very good at RTS, nobody expected that playing BW very well would require such speed, and the other games were not at all comparable in quality of control as well



infinity selection of mutas! What a lovely feature, especially in ZvT!

MBS and >12 unit selection would just make the game completely different. It would not longer be a BW.

^^
originaly, mutas were not supposed to be able to clump in one spot and remain like this while attacking.. and nobody was doing that for a good bunch of years and the game was great
personally, I never really liked what the discovery of this "bug" did to the game I would vote for putting it out in all honesty

I think it's safe to say that this is an unpopular opinion in the BW scene. At least, I don't like it one bit.

As Zera said, it would completely change the game. There would be no point in having it be "BW" anymore. You could name it Prometheus RTS or something. Or StarCraft 3: Return of the Broods. It wouldn't be "BW HD." It would be "BW4Noobs." Infinite Muta stack would certainly be a problem, even though Irradiate and Corsair would wreck balls of that size just as well if not better, but it would be much harder to achieve the tech necessary (Irradiate) or the number of Corsair (because Scourge would still kill them), especially at the casual level that you seem to be catering to. Many people know how to Mutalisk micro because it's a simple and popular concept, and plenty of UMS have been made for it. Not nearly as many people know how to survive Mutalisk harass and get Irradiate fast enough to not get picked apart.

However, that is not to say that Mutalisk micro somehow made the game unplayable. You say that you "never really liked what the discovery of this 'bug' did to the game," but I cannot agree with that. It forced other races to cope, match-ups to change, strategies to develop, meta to evolve, players to get better. Mutalisk stack micro is, in my opinion, one of the first tenets of "modern" play. Can you really say that you like the play that was shown by progamers in 2005 and prior vs. now? Sure, there were still great games, and they were still really good players. However, the skill level now is far higher. This brings me to my next point: MBS and Automine effectively remove many of what I would call "skill checks" from the game. A "skill check" is something like, "can you control a diverse Terran mech army while laying mines?" If YES then you've passed the test, and you can push. If NO, then you've failed and lost your push and you have to get better at controlling your army. By removing these skill checks, we are lowering the required skill to play the game, and thus the skill ceiling. Many people had claimed that the presence of these ease-of-use tools, as well as SmartCasting and others, would make StarCraft 2 "more strategic," than Brood War because people wouldn't have to devote so much time to the mechanical stuff. As far as I know, there has been no conclusive evidence of this. All that it's done is make the game less demanding. I would not want to lower the ceiling just to raise the floor for popularity's sake.

There are many other problems with implementing MBC/Automine in BW. Instead of continuing to list them, I'll just reiterate that implementing them would make the game not BW anymore, so there would be no point in doing it for BW revival's sake.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2016-02-24 05:14:39
February 24 2016 04:38 GMT
#67
On February 24 2016 09:55 Jealous wrote:I think it's safe to say that this is an unpopular opinion in the BW scene. At least, I don't like it one bit.

As Zera said, it would completely change the game. There would be no point in having it be "BW" anymore. You could name it Prometheus RTS or something. Or StarCraft 3: Return of the Broods. It wouldn't be "BW HD." It would be "BW4Noobs." Infinite Muta stack would certainly be a problem, even though Irradiate and Corsair would wreck balls of that size just as well if not better, but it would be much harder to achieve the tech necessary (Irradiate) or the number of Corsair (because Scourge would still kill them), especially at the casual level that you seem to be catering to. Many people know how to Mutalisk micro because it's a simple and popular concept, and plenty of UMS have been made for it. Not nearly as many people know how to survive Mutalisk harass and get Irradiate fast enough to not get picked apart.

However, that is not to say that Mutalisk micro somehow made the game unplayable. You say that you "never really liked what the discovery of this 'bug' did to the game," but I cannot agree with that. It forced other races to cope, match-ups to change, strategies to develop, meta to evolve, players to get better. Mutalisk stack micro is, in my opinion, one of the first tenets of "modern" play. Can you really say that you like the play that was shown by progamers in 2005 and prior vs. now? Sure, there were still great games, and they were still really good players. However, the skill level now is far higher. This brings me to my next point: MBS and Automine effectively remove many of what I would call "skill checks" from the game. A "skill check" is something like, "can you control a diverse Terran mech army while laying mines?" If YES then you've passed the test, and you can push. If NO, then you've failed and lost your push and you have to get better at controlling your army. By removing these skill checks, we are lowering the required skill to play the game, and thus the skill ceiling. Many people had claimed that the presence of these ease-of-use tools, as well as SmartCasting and others, would make StarCraft 2 "more strategic," than Brood War because people wouldn't have to devote so much time to the mechanical stuff. As far as I know, there has been no conclusive evidence of this. All that it's done is make the game less demanding. I would not want to lower the ceiling just to raise the floor for popularity's sake.

There are many other problems with implementing MBC/Automine in BW. Instead of continuing to list them, I'll just reiterate that implementing them would make the game not BW anymore, so there would be no point in doing it for BW revival's sake.

As much as I am interested in thinking about how to modify my favorite game, I do not intend to work on releasing a Prometheus edition BW mod lol. If Blizzard actually started to work on a BW rerelease, they might make any kind of decisions about it that we can't predict or know about, and discussing it and coming up with informed opinions could be useful (or not?).

At least, I find it interesting to talk about^^

The muta problem, you're right about it I think. If you can select more than 12, that's how many can still stack in one spot by repeatedly clicking even without magic box bug. So that wouldn't work Ofc then irradiate & other AoEs become more stupid and it just changes the interaction too much, if Zs would actually clump more mutas and attack like that without the magic box bug (though without the magic box bug you can't do the back and forth repeat attacks). Too much potential spike damage for staked air, too much potential AoE counter damage to that stacked air, too much volatility.

When the muta bug was discovered, I don't know if my memory is right, is that around when JulyZerg dominated with his rushes?? It may be too difficult to make an argument for changing/fixing that because that's what the game has become, and it's not like it always changes it that much since there aren't necessarily mutas in every games... well.. I believe that this kills quite a bit of 1base build variations P could do expecting to defend mutas with an archon (not really enough gas for a lot of corsairs + other tech on one base and corsairs only counters mutas). In my opinion, that's a loss of branches in the early phase of the match up which in my memory we did use to see more variety before the muta stack bug. Maybe it's even one of the causes of when Protoss all started doing almost always FE vs Z? And then it never stopped. When I see an archon chase mutas, get hit and killed and can't strike back, it feels a bit off to me. At one point, when I watched TvZ, there was 3hatch muta harrass in 90% of games. Also if I was a Z player, I think I would get really tired of doing this super intensive micro trick with so much importance on how the early game plays out. I'd be curious if anyone feel like that too^^

Now MBS and Automine as skill checks, personally allow me to be honest I think that's bonkers. There are much more interesting skills in BW than remembering to remind each probe you want it to mine as it pops out, or doing 5Z6Z7Z8Z instead of 5ZZZZ to build 4 zealots, or having to click every gate individually to make units in mid and late game. The multitasking skill is good, but not when it's a pure mechanical check, it should be a decision as well. So as tempo skills go, you already have to remember when every upgrade, unit or building completes to be on point (choose what to do with it and/or what to produce next). And these are good because they are associated with the follow-up decisions, choices. But the probe is always supposed to mine, and by not mining you are losing resources which is critical. What should be automated is automated, why not this? Does it make a good skill check to have probes lose mining time for as long as you don't come back to look at each nexus and tell it to mine, while there are hundreds of other things to do anyway? I don't think so. What's good is when speed and decision go together. You could add any artificial "skill checks" that forces more speed on you without any decision making.. but it has no place in a RTS. For example, no rally points at all for buildings? Why do probes not automine in Starcraft? I don't have a clue, or maybe they forgot. But I bet if they released the original Starcraft with automine, it would obviously still have been great, and I can't imagine we would have wanted to remove it to add a skill check there. Same for MBS, for the same reasons.

I find it interesting how controversial it is. What do the BW players who transitionned to SC2 say about that? Would they say removing automine and MBS would be an improvement to SC2 ??? :D
I played SC2, and I think, that would be the opposite of an improvement.

Maybe it just doesn't matter.
404AlphaSquad
Profile Joined October 2011
839 Posts
February 24 2016 05:45 GMT
#68
Lets be honest, if Blizzard would make a BWHD exact same game engine and playable in bnet2 without the need of portforwarding, only a few BW players would switch anyway. Thats how elitist they are.

Now imagine the outcry if they only implemented the tiniest change like implementing automine/mbs. Because you know those were the things that made BW great (lol). We could of course also just implement the wc2 patch where you cant set a rally point in BW.

Seriously now, BW players know they are playing the best RTS but many love it for the wrong reasons imo. BW wasnt great solely because of lack of mbs/automine but because of the units/positional/micro/tactical/strategical play.
aka Kalevi
Jealous
Profile Blog Joined December 2011
10120 Posts
Last Edited: 2016-02-24 06:46:31
February 24 2016 05:52 GMT
#69
On February 24 2016 13:38 ProMeTheus112 wrote:
Now MBS and Automine as skill checks, personally allow me to be honest I think that's bonkers. There are much more interesting skills in BW than remembering to remind each probe you want it to mine as it pops out, or doing 5Z6Z7Z8Z instead of 5ZZZZ to build 4 zealots, or having to click every gate individually to make units in mid and late game. The multitasking skill is good, but not when it's a pure mechanical check, it should be a decision as well. So as tempo skills go, you already have to remember when every upgrade, unit or building completes to be on point (choose what to do with it and/or what to produce next). And these are good because they are associated with the follow-up decisions, choices. But the probe is always supposed to mine, and by not mining you are losing resources which is critical. What should be automated is automated, why not this? Does it make a good skill check to have probes lose mining time for as long as you don't come back to look at each nexus and tell it to mine, while there are hundreds of other things to do anyway? I don't think so. What's good is when speed and decision go together. You could add any artificial "skill checks" that forces more speed on you without any decision making.. but it has no place in a RTS. For example, no rally points at all for buildings? Why do probes not automine in Starcraft? I don't have a clue, or maybe they forgot. But I bet if they released the original Starcraft with automine, it would obviously still have been great, and I can't imagine we would have wanted to remove it to add a skill check there. Same for MBS, for the same reasons.

I find it interesting how controversial it is. What do the BW players who transitionned to SC2 say about that? Would they say removing automine and MBS would be an improvement to SC2 ??? :D
I played SC2, and I think, that would be the opposite of an improvement.

Maybe it just doesn't matter.

The underlying reason why all of these constraints can qualify as a skill check is because they cost you an invisible resource: attention. The way that you spend less of this resource is speed, and the way you spend it more efficiently is multitasking, as you said. There come moments in a game where most of us who are not 300 APM Pro Koreans, and even them at times, are forced to decide between making workers + sending them to mine, making units, microing an army, scouting, etc. If you have all of your Nexii as 0 and you can do 0pppppp whenever you feel like it, all of your Gateways as 9 and do 9zzzzzddddddtttkk and rally them all with one click, then how is your attention being divided? You don't even have to look away from your army for that, ignoring of course the possibility that the enemy is doing some two-pronged attack.

If we oversimplify the game, it won't force you to make decisions like "is this battle important enough that I have to focus on microing perfectly without smartcast and unlimited group hotkeys, or can I go back to my base and do some production real quick." I think it's safe to say we've all had those engagements where we think everything will be okay if we look away for a second, so we go to our production facilities and make a new round of units, maybe set rally. Then you look back at your army and it's toast because you underestimated your opponent's force, or he got the first round of spells/abilities off before you did. Or, two Protoss armies collide, and one player heard the attack notification and decided to finish his macro round because he figured he has the bigger army while the other sent the first volley of Storms, killing essential High Templar, which led him to steamroll the opponent. One person correctly assessed the situation, while the other did not - that is skill.

You're right in that the game could be even more demanding in this regard. If I remember correctly, WarCraft I had a group selection limit of 4 and no hotkeys. WarCraft II had group selection limit of 9. However, I feel that StarCraft hit that sweet spot where there is just enough dividing your attention without being ridiculous and not simplified enough for you to be able to do everything with two hotkeys. Because of this balance, we can appreciate a player's macro in Brood War in the lategame with awe, because we know the effort they went through in order to achieve it, or a player's army movement, or their ability to Storm perfectly during an engagement, so on and so forth. It is because those tasks are mechanically trying that their achievement can be appreciated, their exceptional execution lauded. No one bats an eyelid when someone moves a massive ball around the map in StarCraft II, or when they have perfect macro off 16 Warp Gates in different bases.

As for your last question, I think that the answer is highly subjective. The amount of people that switched fully from BW to SC2 AND vice versa are testament to that.

On February 24 2016 14:45 404AlphaSquad wrote:
Lets be honest, if Blizzard would make a BWHD exact same game engine and playable in bnet2 without the need of portforwarding, only a few BW players would switch anyway. Thats how elitist they are.

Now imagine the outcry if they only implemented the tiniest change like implementing automine/mbs. Because you know those were the things that made BW great (lol). We could of course also just implement the wc2 patch where you cant set a rally point in BW.

Seriously now, BW players know they are playing the best RTS but many love it for the wrong reasons imo. BW wasnt great solely because of lack of mbs/automine but because of the units/positional/micro/tactical/strategical play.


I touched upon some of what you said above, but to go more in detail, I think that if BWHD had the same game engine in a superior online gaming service, a lot of people would at least try it out. Switching fully would be a subjective course, like switching from BW to SC2 was for many players. It would also depend on what the major competitions, like the various Korean tournaments, decided to do and what the Afreeca streamers decided to stick to. You make assertions like you know it to be a fact, and drop the overused "elitist" term like you see the hypothetical future, when in reality it is impossible to put an entire gaming population under the same blanket. That's pretty damn ignorant.*

Automine/MBS is definitely not a tiny change. That is a huge change. It changes the way the game is played.

I don't think anyone loves the game because there are none of these control features. They love the game in spite of it not having them and think it's superior to games that do have them. However, all of the things that you list "but because of..." would probably be diluted if the same ease-of-use controls were implemented in Brood War.

EDIT: *I guess it makes sense, seeing as you haven't posted in a Brood War thread in at least a year, and I just didn't bother to look further into your history to see if you've ever posted in Brood War at all:

http://www.teamliquid.net/forum/search.php?q=&t=c&f=-1&u=404AlphaSquad&gb=date

You probably don't read that many of them either, so how are you to know? Like the great TL poster WhuazGoodNjaggah once said, you're "throwing stones at something you don't understand."
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
cncbmb
Profile Joined August 2009
238 Posts
February 24 2016 07:41 GMT
#70
On February 22 2016 23:04 Endymion wrote:
Show nested quote +
On February 22 2016 13:40 cncbmb wrote:
On February 22 2016 04:21 Jealous wrote:
On February 21 2016 23:13 Fighter wrote:
I was thinking it might have more in common with the Melee scene. A superior game gets pushed out by a sequel, until eventually everyone realizes it and starts to go back, with stragglers hanging on and following new installments while the original great stays strong.

This. This is the path BW should/could take.

Brood War's popularity comes from its 1v1 scene, not UMS. It's a highly competitive game and if that's not something you're interested in, then you can find UMS on GameRanger/East/whatever. The revival of the game is dependent on its competitive scene, just like Melee. No one cares about players who do story mode or minigames or something, in the sense that those players don't really contribute much to the scene. Same with BW/UMS.

Project Melee, although nixed now, was what could be a parallel to BW HD in some ways, and probably did bring some players to regular BW. Like said above about AoE2 vs. HD, HD brought in new players and the classic is still where the true competition lies. If something like that happens for BW, I'd be happy to see people enter the scene because they were given a more aesthetically pleasing game to get hooked with, and then decided to become competitive and came to the original. But, purists and people who already value competition will probably just stick to the classic. Not to say that I won't try the HD just out of curiosity,


:O

I didn't realize alot of people felt the same way. I've been getting into Melee and AoE2 a ton this year and they seemed so vibrant, all sorts of youtube channels popping up and there seemed like alot of energy in the Genesis 3 melee tourney videos.

and then I look at BW US East and all the UMS have died. Used be tons of Strip Megan Fox, Lotr, helms deep, diplo etc on US BW East. And my favorite game, competitive WW2 Allied Final/TTT and WW1 5.1 or WW1 Diamond. Two years before SC2 came out there still all sorts of great WW2 BW UMS then it just kaputtzz... like one game on US BW east now and you get swarmed by hackers.


ah yes, strip megan fox, the apex of broodwar ums


It's the pinnacle of gaming and has an oscar worthy storyline
Endymion
Profile Blog Joined November 2009
United States3701 Posts
February 24 2016 10:42 GMT
#71
i agree with Jealous's assessment of why mbs/auto mine wouldn't work in broodwar, it's literally removing a resource.. there's an interesting discussion to be has regarding "well if we have 12 unit control cap why not have 4? wouldnt that triple the skill required?" and maybe it would, but as of right now the game has been balanced on 12 unit control and no MBS for lik 18 years now, and as is balance is on a razor's edge.. if hdbw adds mbs/unlimited control/rally, it will not have a competitive scene, and if it does balance will be completely different..

it's not just that the spending of this invisible resource differentiates players, it's also just as important as unit stats to the current states of the game.. you could make the argument that hotkeys are the same, which is why rebinding is largely frowned upon in the community..
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
_Animus_
Profile Joined February 2011
Bulgaria1064 Posts
Last Edited: 2016-02-24 11:21:14
February 24 2016 11:05 GMT
#72
That recource u talking about is artificial and not needed in my oppinion. MBS and Automine will greatly improve quallity of one's play, we are not korean pro gamers with 300 apm, especially the casual players. There is more than enought things to focus ingame we all know that. Also when we watch foreign bw there will not be as many "game of throws" as now, like lancerX wont lose shuttles here and there :D. MBS and Automine will make players with better understanding rather than better mechanics achieving more results. You will be able to focus on battles, improve micro and will lead to more spectacular games and more eficiency in general. That will benefit the casual players and possibly make newcomers stay for a long time as games offers less stress and mechanics close to the modern standart.
Luv ya BroodWar!
Endymion
Profile Blog Joined November 2009
United States3701 Posts
February 24 2016 11:31 GMT
#73
it's definitely not artificial, it's another part of what makes broodwar such a strategically demanding game, because you have to manage yourself as well as the game.. i understand that learning mechanics are hard, but i dont think the beauty of high level broodwar should be thrown away because people are too lazy to learn to macro.. even if we added a mode that had mbs/unlimited unit select for lower level players, i feel it would be a disservice to them when they decided that they wanted to actually play the game as it was intended
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
Zera
Profile Joined April 2010
Lithuania716 Posts
Last Edited: 2016-02-24 13:01:41
February 24 2016 12:32 GMT
#74
I hope those who suggest MBS and unlimited unit selection do realize that it would also remove "a woooow, holy mother of God effect"



Macro and army management are one of the main parts of a game that distinguishe players, we can't just simplify it to zero.
JD fanboy. #FPPS
ProMeTheus112
Profile Joined December 2009
France2027 Posts
February 24 2016 13:42 GMT
#75
On February 24 2016 20:31 Endymion wrote:
it's definitely not artificial, it's another part of what makes broodwar such a strategically demanding game, because you have to manage yourself as well as the game..


On February 24 2016 21:32 Zera wrote:Macro and army management are one of the main parts of a game that distinguishe players, we can't just simplify it to zero.


The point is that, with MBS and automine, you still have to manage yourself, there is still a ton of stuff to do anyway (hopefully, BW is a better game than that lol). There is no simplifying macro and army management to zero with MBS and automine. Only quality of life improvements.
ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2016-02-24 13:57:32
February 24 2016 13:52 GMT
#76
On February 24 2016 14:52 Jealous wrote:You're right in that the game could be even more demanding in this regard. If I remember correctly, WarCraft I had a group selection limit of 4 and no hotkeys. WarCraft II had group selection limit of 9. However, I feel that StarCraft hit that sweet spot where there is just enough dividing your attention without being ridiculous and not simplified enough for you to be able to do everything with two hotkeys. Because of this balance, we can appreciate a player's macro in Brood War in the lategame with awe, because we know the effort they went through in order to achieve it, or a player's army movement, or their ability to Storm perfectly during an engagement, so on and so forth. It is because those tasks are mechanically trying that their achievement can be appreciated, their exceptional execution lauded. No one bats an eyelid when someone moves a massive ball around the map in StarCraft II, or when they have perfect macro off 16 Warp Gates in different bases.

As for your last question, I think that the answer is highly subjective. The amount of people that switched fully from BW to SC2 AND vice versa are testament to that.

You made fair points about attention. In my opinion BW would still be highly demanding in that attention resource management with automine and MBS, because there are a ton more things to do. I mean, MBS makes a significant difference to that, but automine doesn't really, so I understand this argument for MBS (only by testing would we know how demanding BW would be in attention resource management with MBS, in my opinion it would still be very demanding in a smarter way : it's not like we spend 20% of the time in game producing units, and it's not like there aren't a ton of other things to do and even I think things we actually don't do at all because there is too much to do :D it's good to relieve that, especially for the less hardcore players, but actually for everyone, imo), but not for automine : it's clear to me automine would not impact this significantly. Can't put MBS and automine in the same box, I guess.

As for SC2, I think reasons why player have left have more to do with the bad pathing or the design of units etc etc. That's why I left (very fast), definitely not because of MBS or automine
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6546 Posts
February 24 2016 13:55 GMT
#77
so with MBS and automine bw could have 10000 players on iccup :racoon:
thePunGun
Profile Blog Joined January 2016
598 Posts
Last Edited: 2016-02-24 14:15:08
February 24 2016 14:02 GMT
#78
The reason is that every time people make Brood War in a new engine, they fail to maintain important unite behaviours and other features.

That is because a lot of those behaviors do not work in 3D. Some were even "happy accidents" which weren't intended by Blizzard, they just rolled with it....aaand we all know how hard it is to try to repeat an "accident" intentionally with the same results....
"You cannot teach a man anything, you can only help him find it within himself."
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium6546 Posts
February 24 2016 14:09 GMT
#79
yup they made command and conquer in the galaxy ^^
FeyFey
Profile Joined September 2010
Germany10114 Posts
February 24 2016 14:33 GMT
#80
I don't think Blizzard is a company that woul keep ancient mechanics around. So I wouldn't really care about a remaster as I like BW as it is. Not that I think Blizzard is a company that would do remasters anyway.
But there is one poor guy working at Blizzard making those games work on win7 and 10 . Because those 3 games are still pretty popular.

And tbh ... you can't remaster BW and keep all its bugs and outdated mechanics in it. Most game critics would be all over the net telling everyone that Blizzard just slapped better graphics on an old game for quick money.

The 12 group, 9 group, 4 group max. Has always just been there to supress the effects of the bad pathfinding of the games. Just like C&C had done it with infantry being able to mostly walk through each other. So if that is gone, there would be no need for that limitation anymore. Would change the game completely though and everymap would be unbalanced. So everyone that enjoys the multiplayer now would be like: "so I need to wait 10 years till the game is figured out and gets perfectly balanced maps? Nope back to old bw"

Sc2 WoL beta actually brought one of the best examples of when quality of life can be a bad thing. At the beginning rally points of production buildings would be attack move, not just move. But it made some units to powerful, so they decided to go back to move command.

Can't really comment on the AoE 2 remaster. But Armies of Asteroth, feels different then Warcraft 3 especially since there are no super refined maps for the multiplayer. So there is no reason to play it if you think Warcraft 3 is the perfect game. It is a good alternative to Warcraft 3 nevertheless though.
Clonester
Profile Joined August 2014
Germany2808 Posts
Last Edited: 2016-02-24 14:48:12
February 24 2016 14:37 GMT
#81
BW has the same problem like Warcraft III: Blizzard.

AoE 2 came from no scene, almost zero players and forgotten as "g8 but sooooo old" to over 2,6 Millionen HD sells, 2 brand new HD addons and a healthy stream/youtube scene + daily player base. BW and WIII have the same potential, but they have Blizzard.

People, casual or non casual, dont have problems with shit (lets call it old) graphic. Millions of Indi titles sold despite of bad graphics. Neither BW nor WIII look too bad now adays, yes old, but not eye cancer old.
But to be honest, both games have a very small player base. Yes, the BW Pro Scene exists and is even healthy to a certain degree, but it is only existing in Korea (no TLS is not counted as healthy scene) and the player base outside of korea is slim, the content outside of Afreeca is even more slim. Same goes for WIII, the Proscene outside of Korea at least is bigger, thanks to China, while Korea is much smaller. The Playerbase is also not big outside of China, where it had much more players years ago.

How to change it:
You dont have to bring BW HD or WIII in HD in new engines. You would not need that. What you need: 1080p support without stretching UI, but well made UI for 16: 9 HD resolution. Maybe HD sprites, but you dont even need em, you can rework your sprites make em looking better, while not changing game behaviour. They dont have to be uber HD, but a bit better looking. You dont need to port BW to 3D, while WIII is 3D and can be modernised a bit more.
But what you need:
Integration of BW and WIII into the Bnet launcher. A new Battle.net 1.0, hit up with IC Cup and War3 Arena to bring their service all over the world and use their modernisations. They did this in WIII with Netease, but only for China and it is a blast. They could do this for the complete world with both games and integrate it into Blizzard Launcher.

Call it BW HD or WIII HD, invest a little bit in marketing, sell 2 Millions of Copies of each game and have blast. But it is Blizzard, they do it "slow" or never and most likely never, they rather watch their best games die (in hope it would help their new games) then giving their old games fresh air to breath.

Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
ProMeTheus112
Profile Joined December 2009
France2027 Posts
February 24 2016 14:42 GMT
#82
Yeah I agree with you Clonester what you said is likely the most important, other things can have an impact but more secondary and more controversial.
404AlphaSquad
Profile Joined October 2011
839 Posts
Last Edited: 2016-02-24 15:09:31
February 24 2016 15:00 GMT
#83
On February 24 2016 14:52 Jealous wrote:
Show nested quote +
On February 24 2016 13:38 ProMeTheus112 wrote:
Now MBS and Automine as skill checks, personally allow me to be honest I think that's bonkers. There are much more interesting skills in BW than remembering to remind each probe you want it to mine as it pops out, or doing 5Z6Z7Z8Z instead of 5ZZZZ to build 4 zealots, or having to click every gate individually to make units in mid and late game. The multitasking skill is good, but not when it's a pure mechanical check, it should be a decision as well. So as tempo skills go, you already have to remember when every upgrade, unit or building completes to be on point (choose what to do with it and/or what to produce next). And these are good because they are associated with the follow-up decisions, choices. But the probe is always supposed to mine, and by not mining you are losing resources which is critical. What should be automated is automated, why not this? Does it make a good skill check to have probes lose mining time for as long as you don't come back to look at each nexus and tell it to mine, while there are hundreds of other things to do anyway? I don't think so. What's good is when speed and decision go together. You could add any artificial "skill checks" that forces more speed on you without any decision making.. but it has no place in a RTS. For example, no rally points at all for buildings? Why do probes not automine in Starcraft? I don't have a clue, or maybe they forgot. But I bet if they released the original Starcraft with automine, it would obviously still have been great, and I can't imagine we would have wanted to remove it to add a skill check there. Same for MBS, for the same reasons.

I find it interesting how controversial it is. What do the BW players who transitionned to SC2 say about that? Would they say removing automine and MBS would be an improvement to SC2 ??? :D
I played SC2, and I think, that would be the opposite of an improvement.

Maybe it just doesn't matter.

The underlying reason why all of these constraints can qualify as a skill check is because they cost you an invisible resource: attention. The way that you spend less of this resource is speed, and the way you spend it more efficiently is multitasking, as you said. There come moments in a game where most of us who are not 300 APM Pro Koreans, and even them at times, are forced to decide between making workers + sending them to mine, making units, microing an army, scouting, etc. If you have all of your Nexii as 0 and you can do 0pppppp whenever you feel like it, all of your Gateways as 9 and do 9zzzzzddddddtttkk and rally them all with one click, then how is your attention being divided? You don't even have to look away from your army for that, ignoring of course the possibility that the enemy is doing some two-pronged attack.

If we oversimplify the game, it won't force you to make decisions like "is this battle important enough that I have to focus on microing perfectly without smartcast and unlimited group hotkeys, or can I go back to my base and do some production real quick." I think it's safe to say we've all had those engagements where we think everything will be okay if we look away for a second, so we go to our production facilities and make a new round of units, maybe set rally. Then you look back at your army and it's toast because you underestimated your opponent's force, or he got the first round of spells/abilities off before you did. Or, two Protoss armies collide, and one player heard the attack notification and decided to finish his macro round because he figured he has the bigger army while the other sent the first volley of Storms, killing essential High Templar, which led him to steamroll the opponent. One person correctly assessed the situation, while the other did not - that is skill.

You're right in that the game could be even more demanding in this regard. If I remember correctly, WarCraft I had a group selection limit of 4 and no hotkeys. WarCraft II had group selection limit of 9. However, I feel that StarCraft hit that sweet spot where there is just enough dividing your attention without being ridiculous and not simplified enough for you to be able to do everything with two hotkeys. Because of this balance, we can appreciate a player's macro in Brood War in the lategame with awe, because we know the effort they went through in order to achieve it, or a player's army movement, or their ability to Storm perfectly during an engagement, so on and so forth. It is because those tasks are mechanically trying that their achievement can be appreciated, their exceptional execution lauded. No one bats an eyelid when someone moves a massive ball around the map in StarCraft II, or when they have perfect macro off 16 Warp Gates in different bases.

As for your last question, I think that the answer is highly subjective. The amount of people that switched fully from BW to SC2 AND vice versa are testament to that.

Show nested quote +
On February 24 2016 14:45 404AlphaSquad wrote:
Lets be honest, if Blizzard would make a BWHD exact same game engine and playable in bnet2 without the need of portforwarding, only a few BW players would switch anyway. Thats how elitist they are.

Now imagine the outcry if they only implemented the tiniest change like implementing automine/mbs. Because you know those were the things that made BW great (lol). We could of course also just implement the wc2 patch where you cant set a rally point in BW.

Seriously now, BW players know they are playing the best RTS but many love it for the wrong reasons imo. BW wasnt great solely because of lack of mbs/automine but because of the units/positional/micro/tactical/strategical play.


I touched upon some of what you said above, but to go more in detail, I think that if BWHD had the same game engine in a superior online gaming service, a lot of people would at least try it out. Switching fully would be a subjective course, like switching from BW to SC2 was for many players. It would also depend on what the major competitions, like the various Korean tournaments, decided to do and what the Afreeca streamers decided to stick to. You make assertions like you know it to be a fact, and drop the overused "elitist" term like you see the hypothetical future, when in reality it is impossible to put an entire gaming population under the same blanket. That's pretty damn ignorant.*

Automine/MBS is definitely not a tiny change. That is a huge change. It changes the way the game is played.

I don't think anyone loves the game because there are none of these control features. They love the game in spite of it not having them and think it's superior to games that do have them. However, all of the things that you list "but because of..." would probably be diluted if the same ease-of-use controls were implemented in Brood War.

EDIT: *I guess it makes sense, seeing as you haven't posted in a Brood War thread in at least a year, and I just didn't bother to look further into your history to see if you've ever posted in Brood War at all:

http://www.teamliquid.net/forum/search.php?q=&t=c&f=-1&u=404AlphaSquad&gb=date

You probably don't read that many of them either, so how are you to know? Like the great TL poster WhuazGoodNjaggah once said, you're "throwing stones at something you don't understand."

Meh I just dont like to post in the BW forum as much, because I generally do not like the attitude of alot of BW players. So knowledge about a community is according to you equivalent to how many tl posts I have?

Yes elitist/purists etc are overused terms, however they do turn up every time BW is mentioned outside of BW forums and even in this thread. So there may be some truth to that no?

I dont think it is unreasonable to doubt this community would switch to a remastered version. Yes it would get attention but mostly from non-BW players.

Ofc mbs/automine would change the game, and I know change is automatically assumed to be bad in this community. But wether its good/bad you dont attract people with bad UI because its not the strength of BW. A game can still be hard if it has not those artificial limitations in it.
aka Kalevi
ProMeTheus112
Profile Joined December 2009
France2027 Posts
February 24 2016 15:13 GMT
#84
pretty much agree 100% with 404AlphaSquad too^^ elitism is a dangerous thing, I come from a shoot'm up community that has/had a lot of elitism, it's a bad thing, super reluctant to any change and disdain of outsiders. It seems when games become more niche they tend to have a more elitist community, I think it has to do with people having a good place in that community not wanting to lose it
Cele
Profile Blog Joined December 2008
Germany4016 Posts
February 24 2016 15:16 GMT
#85
BW with MBS automine and lack of certain bugs and glitches would be terribad. I can't imagine how players with a good understanding of the game can argue otherwise. Ofc it might attract players, but would we be happy about it? It wouldn't be the same game anymore.Clonsters suggestion is sensible though.
Broodwar for life!
Incognoto
Profile Blog Joined May 2010
France10239 Posts
February 24 2016 15:21 GMT
#86
I don't see it as elitism as much as it's people who know Brood War really well. It's a beloved game, of course people who know it well are going to like it and know a lot about it.
maru lover forever
duke91
Profile Joined April 2014
Germany1458 Posts
February 24 2016 15:29 GMT
#87
On February 24 2016 22:52 ProMeTheus112 wrote:
Show nested quote +
On February 24 2016 14:52 Jealous wrote:You're right in that the game could be even more demanding in this regard. If I remember correctly, WarCraft I had a group selection limit of 4 and no hotkeys. WarCraft II had group selection limit of 9. However, I feel that StarCraft hit that sweet spot where there is just enough dividing your attention without being ridiculous and not simplified enough for you to be able to do everything with two hotkeys. Because of this balance, we can appreciate a player's macro in Brood War in the lategame with awe, because we know the effort they went through in order to achieve it, or a player's army movement, or their ability to Storm perfectly during an engagement, so on and so forth. It is because those tasks are mechanically trying that their achievement can be appreciated, their exceptional execution lauded. No one bats an eyelid when someone moves a massive ball around the map in StarCraft II, or when they have perfect macro off 16 Warp Gates in different bases.

As for your last question, I think that the answer is highly subjective. The amount of people that switched fully from BW to SC2 AND vice versa are testament to that.

You made fair points about attention. In my opinion BW would still be highly demanding in that attention resource management with automine and MBS, because there are a ton more things to do. I mean, MBS makes a significant difference to that, but automine doesn't really, so I understand this argument for MBS (only by testing would we know how demanding BW would be in attention resource management with MBS, in my opinion it would still be very demanding in a smarter way : it's not like we spend 20% of the time in game producing units, and it's not like there aren't a ton of other things to do and even I think things we actually don't do at all because there is too much to do :D it's good to relieve that, especially for the less hardcore players, but actually for everyone, imo), but not for automine : it's clear to me automine would not impact this significantly. Can't put MBS and automine in the same box, I guess.

As for SC2, I think reasons why player have left have more to do with the bad pathing or the design of units etc etc. That's why I left (very fast), definitely not because of MBS or automine


The point is that knowing where to give your attention is what distinguishes good players from the greatest. Giving MBS and automine would take away the hard decision making on what to focus your limited apm to. This decision making takes place every single second, while you simultaneously have to do strategic decisions. The skill ceiling is reached in SC2 in so far that you don't need to do that decision making each second since macro is perfectly executed without too much effort and always optimal, so that you only need to do strategic decision which in so far are even in this case not as deep as in BW since it is usually only strategic, and not in the case of BW also tactical. That is, BW has also the tactical component of positioning, flanking, high ground advantage which takes place dynamically in the game as the game evolve in a series of mutual tactical decision with the opponent. This has a lot to do with the 12 unit limit which emphasizes this tactical play. If you implement infinite unit selection, its only going to be deathball vs deathball. Not these fine tactical plays, but rather back and forth who can outmuscle who better. It's not chess anymore but tug war. What is left is, as for SC2, the strategical component which is emphasized because everything else doesn't matter as much in winning the game. Artosis said that SC2 is more strategical. This is wrong. It emphasizes strategy just more but in the end doesn't have the strategic depth of BW of which tactics is just the 'dynamic strategy' which adjusts.

If you take away high skill ceiling from BW, you will eventually end up with SC2 which first bores the viewer due to every game feeling the same. Also it will bore the players since every game feels the same and also that you cannot distinguish oneselve from 'lesser' players as much, since strategy will be emphasized, which is often determined in the very early game in as such is very random. Emphasize this inherent randomness of strategy and you will basically have a game which more likely resembles a game of coin-flipping than an actual game. No one will want to play this game since improving your coin-flipping-prediction skills is not very desireable. However, if you emphasize tactics which is most important in the mid to late-game, it gives more room for a non-random component of the game, where the most-skilled can influence and win the game the most.

Most importantly what it does for a player is that he feels more fulfilled when winning, and less ragey when losing when he feels that despite losing, he made good decisions and generally played well and just lost because the opponent was better. In a game which focused on the randomness of strategy, this is not the case since winning or losing is usually determined by basically the build, or in the case of SC2 also when two deathballs go against each other. How is a win in this case fulfilling? How can you ever feel good even you are losing? How can the viewer ever appreciate the skill of a player when he already knows the outcome is predetermined in the early game by basically a coinflip, or in the late game by a coinflip. To me, SC2 basically boils down to a stretched out BW zvz game, where the early game is usually determined by the build which is basically random, and the end which is also pretty random except when it is clear that one has the much bigger mutaflock.

SC2 due to the dumbing down of the mechanics tried to introduce macromechanics to raise the skill-ceiling. The problem with that is that it didn't solve the problem at all. Why BW is so demanding and fun to play is because, as mentioned, the way decisions are to be made by the player in every single step, whether it is whether one should emphasize micro your unit at this location, in that location, whether to focus on eco micro, or macro. This way of different emphasize has created vastly different styles of players, which individually differ much in terms of what their emphasize is. July, Jaedong, Iris, Yellow, Boxer etc where micro intensive players, Gorush, Oov, Best where macro intensive players. In SC2, due to the way it is designed, no player can really distinguish themselves in style. Just look at how many players knew about Flashs smurf on afreeca by just playing against him. Sea just immediately knew: "This must be Flash, I can feel it". How many players do you think this would apply in SC2? With the SC2 macro mechanics, you already knew that the solution to the decision making is to always focus on these mechanics because first, they are important, and second they are easy to execute given that there is not much going on. However if in BW in the mid to lategame, one sees idle workers, it doesn't show a bad player necessarily, but maybe a player who knows that idle workers are not important to focus on in the grand scheme of things but other things, such as holding the expansion in here and there, or microing this unit to maximize damage made. The greatest player can of course everything perfectly. It's just ridiculous how when watching Jaedong vods, he never ever had idle workers from 4-5 bases. Taking away idle workers would make lesser B class progamers look like Jaedong so that they can never distinguish themselves. It would also make iccup D look like C players, because the former usually never bothered too much on that. Taking even more mechanics away would make D players look like A players. In the end, you will have scrubs beating progamers occasionally, which happened much too often in SC2 and resembled coinflipping rather than skill. Again, how can we ever justify it? Players don't stick around to play when they see lesser players being able to beat them. Viewers don't wanna watch if they see the game basically being a game of coinflips. It is no coincidence that SC2 never had a Bonjwa.

Don't get me wrong, someone who played BW for a long time would never ever want MBS, automine etc ever, and I don't get the feeling that you have played BW enough. Simplifying the game in mechanics would not create a game which outlives every other game.

Why do you think BW still lives on healthy and in Korea, much bigger than SC2 will ever be in the world combined? It is not because it caters to the casual player. A casual player will play a game for a few months and drop it for the newest shit. This is what blizzard wants. Making quick money from players and not really supporting a game. Rather, BW caters to the fans who see the beauty of skill. Those people stick around for decades. I don't ever see people sticking around with SC2 for much longer since it doesn't reward skill, and viewers cannot see how pros distinguish themselves from other pros since it emphasizes too much randomness. You cannot simply outplay others with simplified mechanics.

The mechanics should be untouched. End of discussion. Any dumbing down would make take away the longevity of the BW scene. What Blizzard can do is create a working B.net, maybe with matchmaking. Since this seems trivially easy to do, but Blizzard haven't done it, one can conclude that Blizzard simply doesn't care about BW. Many incidence in the past confirmed this narrative. Most patches in the past seemed rather as PR gags to promote the narrative of blizzard caring so much about even their old games.
( ͡° ͜ʖ ͡°)STYLE START SBENU( ͡° ͜ʖ ͡°)
Clonester
Profile Joined August 2014
Germany2808 Posts
Last Edited: 2016-02-24 15:40:12
February 24 2016 15:40 GMT
#88
On top what I said:

Integration in Bnet launcher with native ICCup (War3Arena for WIII) support.
16: 9 support with fitting 16: 9 UI.
Worked sprites, but no new engine or new working things, just reworked spirtes (models in WIII).

Campaign with HD Render Movies, HD cut scenes, HD lobbies (in BW). Or like AoE HD did it with fan made mods formed into a new campaign/Addon.

Elitest would be happy, no new engine, no game changing mechanic, but massive amount of sells. A new, HD campaign would bring casuals and youtubers, the better sprites, a bit of marketing and bnet launcher (with better BNET like IC Cup or W3Arena) bring much more player online.

It is so easy to please casuals and elitists with a fair easy to make product, even when it is named BW HD or WIII HD.
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
B-royal
Profile Joined May 2015
Belgium1330 Posts
Last Edited: 2016-02-24 16:12:38
February 24 2016 16:11 GMT
#89
Yep, I think Clonester is right on the money with his assessment. Major turn offs for brood war are its technical issues and inconveniences before you can even start playing the game.
new BW-player (~E rank fish) twitch.tv/crispydrone || What plays 500 games a season but can't get better? => http://imgur.com/a/pLzf9 <= ||
404AlphaSquad
Profile Joined October 2011
839 Posts
February 24 2016 16:12 GMT
#90
On February 25 2016 00:29 duke91 wrote:
The mechanics should be untouched. End of discussion. Any dumbing down would make take away the longevity of the BW scene. What Blizzard can do is create a working B.net, maybe with matchmaking. Since this seems trivially easy to do, but Blizzard haven't done it, one can conclude that Blizzard simply doesn't care about BW. Many incidence in the past confirmed this narrative. Most patches in the past seemed rather as PR gags to promote the narrative of blizzard caring so much about even their old games.


There are other possibilities to increase the skillceiling without artificial limitations (and without breaking the game aka sc2 macro mechanics). I believe it is possible to create a difficult and good RTS with MBS and automine (like wc3). Only these two things wouldnt "break" BW.

Also thinking the whole problem of Sc2 is its automine and MBS is ignorant. Having stupid units, attacker advantage and a broken damage system are bigger problems to this game. MBS and Automine arent even mentionned in the sc2 community as a problem. Thats only a point you could bring up in this forum, because noone in sc2 would agree with you.
aka Kalevi
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
February 24 2016 16:14 GMT
#91
If sc2 dies and bw really resurges, I will watch it as much as I watch sc2 right now.

But I know in my heart that I will never play it again. I am too competitive, I would feel bad being subpar, and it would be too difficult for me to get very very good at it again. The game is too hard and I am too old with too much "life" going on :/


My life has been filled with both bw and sc2, and I would have to say that I think BW is the superior game to play but I find sc2 to be the superior game to watch. Just in my opinion.

ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2016-02-24 17:45:54
February 24 2016 16:21 GMT
#92
On February 25 2016 00:29 duke91 wrote:If you implement infinite unit selection, its only going to be deathball vs deathball. Not these fine tactical plays, but rather back and forth who can outmuscle who better. It's not chess anymore but tug war. What is left is, as for SC2, the strategical component which is emphasized because everything else doesn't matter as much in winning the game.

I don't agree at all with this. Imagine you put 12 unit selection in SC2. You will still have deathballs. People would just put units in groups of 12 and click in a spot a few times then 1A2A3A4A to attack. The cause of deathballs is not unlimited selection, it is the pathing of units that fluidifies unit movement like water and removes obstructions and positionning. If you look at other games that have unlimited selection, they are less deathbally than SC2 : AoE2, Total Annihilation, etc. SC2 is way too deathbally because of its pathing and collision system, it's its worst flaw imo. The deathball effect is not something that BW sees, unless in very specific cases where you want that to happen, because you need space control, distance between units, pathways for retreat, splitting forces, etc. This is due to the mechanics and design of units movement and combat, rather than the 12 unit selection limit.

On February 25 2016 00:29 duke91 wrote:
If you take away high skill ceiling from BW, you will eventually end up with SC2 which first bores the viewer due to every game feeling the same. Also it will bore the players since every game feels the same and also that you cannot distinguish oneselve from 'lesser' players as much, since strategy will be emphasized, which is often determined in the very early game in as such is very random.

In my opinion, MBS and automine would not remove at all a high skill ceiling in BW. But I want to respond, because you said several times that strategy is very random and tactics is deeper, I don't agree with that at all. There are a few coin flips in the game due to fog of war and scout timings or possibilities, but on top of that there is a lot of strategic decision making in the game meshed with tactics. SC2 is lacking in all this compared to BW because of lesser design of units/buildings/techs, and because of lack of defender advantage due to pathing and other things, etc. These are the reasons why SC2 is lacking, not because of automine or MBS or even unlimited selection.

On February 25 2016 00:29 duke91 wrote:Don't get me wrong, someone who played BW for a long time would never ever want MBS, automine etc ever, and I don't get the feeling that you have played BW enough. Simplifying the game in mechanics would not create a game which outlives every other game.

I played Starcraft/BW since like 1999, and I have played it a lot, I'm a good player like B~ level for whatever that means, I have solid understanding of it and am able to win sometimes against very good players. BW has already shown it's pretty much undying (it never died)! But, I agree that simplifying/modifying/updating/whatchawatchawannacallit mechanics is unlikely to be the most important factor in making it shine brighter and longer.

The mechanics should be untouched. End of discussion.

I really think it's good to discuss^^ Seeing how it goes, even if I would personally like to see smart changes being tested and tried, right now I think that probably the best thing to do for safety and not splitting the community is that the mechanics be untouched indeed^^ But it's cool to discuss^^

On February 25 2016 00:29 duke91 wrote:What Blizzard can do is create a working B.net, maybe with matchmaking. Since this seems trivially easy to do, but Blizzard haven't done it, one can conclude that Blizzard simply doesn't care about BW. Many incidence in the past confirmed this narrative. Most patches in the past seemed rather as PR gags to promote the narrative of blizzard caring so much about even their old games.

100% agree. I remember, when WC3 came out, that's when Blizzard stopped maintaining the public servers of BW ^^ It was pretty sad, at this moment it was obvious already the company was only interested in profiting from new products, they launched their own WC3 tourney circuit at that moment through WorldWideInvitational ^^ They used to kill hackers of ladder with infinite points (and repeatedly stated they had an aggressive stance towards it and would keep doing so), at that moment they stopped, they just wouldn't do anything to support the game anymore and the public servers slowly died. That's a very important reason why BW lost more players than it could have imo. You need all the guys who put their Starcraft CD into their computer, launch the game and just connect to Bnet without having ever heard of ICCup find that there is life there and dive into it again. How do you get to know about ICCup or Fish if you only know about Starcraft? It takes way too much work!

Not to mention originally communities of D2, BW and WC3 (and some IRC client, and also freaking WC2 and Diablo haha) coexisted on the same chat which was really really awesome
palexhur
Profile Joined May 2010
Colombia730 Posts
February 24 2016 16:40 GMT
#93
About MBS, in AoE2 the last official fan patch has it , I am not sure if HD has it too?, you can turn it on, and nobody uses it in a rated or tournament game, it is not the "right" way of playing it. Attracting new guys to the game is actually easy, made two new xpacs with campaigns (you dont need to change the mechanics of the game just put some new content), put the HD thing in the name and release a full buggy game like MS made with AoE2:HD. That is the answer too for somebody who was asking why the people dont play the competitive AOE2 in HD: it is because MS butchered the releases and they have bugs that 2 years later havent being fixed,.
letian
Profile Blog Joined May 2010
Germany4221 Posts
Last Edited: 2016-02-24 17:38:33
February 24 2016 17:32 GMT
#94
On February 25 2016 01:14 travis wrote:
If sc2 dies and bw really resurges, I will watch it as much as I watch sc2 right now.

But I know in my heart that I will never play it again. I am too competitive, I would feel bad being subpar, and it would be too difficult for me to get very very good at it again. The game is too hard and I am too old with too much "life" going on :/


My life has been filled with both bw and sc2, and I would have to say that I think BW is the superior game to play but I find sc2 to be the superior game to watch. Just in my opinion.


Good, that somebody pointed it out.
BW is very demanding and time consuming to be played competitively. But isn't it because the skill of an average player is already too high and we have too few newcomers? And those who come are mostly thanks to SC2. They show up and get stomped into the ground with humiliating 2-25 record on ICCup. Disappointed they leave and stay passive watchers forever.
However, I still remember how much fun we had with friends on a home LAN, while each of us barely reached D.

What I think could turn the tide is a HD reissue and Battle.net update, as a lot of ppl already said. Afterwards we can have an advertising campaign and new tournaments. Until then we are doomed to watch afreeca streamers getting old.

This is where we are right now, BW either gets an update or dies slow death with old-timers like myself posting sad memoirs every weekend until tl cuts BW section out as they already partly did.
Cele
Profile Blog Joined December 2008
Germany4016 Posts
February 24 2016 18:34 GMT
#95
an important point in this discussion to me is that we can't rely on wishful thinking too much. Whether you think BW just needs a graphic update or whether you think MBS and automine should be included doesn't affect that Blizzard will not put the necessary efforts into the development of a new competitive gaming platform/overhaul for BW.

Why do i say that with certainty? As some have pointed out above, Blizzard cares for their financial surplus in sales and will stop supporting non f2p models rigorously when they don't sell anymore. We have seen that in BW and many other games alike. Now, they may (big question mark) be interested in releasing a graphic overhaul along those points discussed by Clonester, but they will not provide and maintain a valid online platform for it. By that i mean a battle net interface with decent support like modern Launcher, integrated community bugfixes, tournaments, support and hack-free ladder. They are not going to do that simply because it's not worth the investment to maintain this environment for the amount of copies they'd sell.

Now i want to address to second point as well: Clonester has mentioned the possibility of Blizzard perhaps cooperating/supporting ICCup to promote their new enhanced product as it was done with Netease with War 3. In my humble experience as ICCup Admin and from what senior Admin's told me (who worked for ICCup from 2007 onward) Blizzard entertainment has been always very opposed to the idea of cooperating with third party fans and supporting their software and servers. China is a different case, because China is basically a lost market due to the rampant copyright problems, but i don't see this happening sadly for the ICCup and Fish server. At the same time i can assure you that we would be very positive about such an option should it really come up and if the remake would cater to the competitive fans.

I don't want to be the negative nancy, but we need to get real in regards what we expect Blizzard to do for this 18 year old game and show our support for the community effort that has made this game great for the 10+ past years. Broodwar lives because of it's unpaid supporters and it will stop to be healthy when they stop to put in the vast amount of time and effort. I don't spefically talk about ICCup alone, i also mean the people who program bugfixes, organize tours, write great articles and news and all that comes along with it.
Broodwar for life!
letian
Profile Blog Joined May 2010
Germany4221 Posts
February 24 2016 19:00 GMT
#96
Jeez, sometimes I think, just open source the game like they did with C&C and throw it on kickstarter.
404AlphaSquad
Profile Joined October 2011
839 Posts
Last Edited: 2016-02-24 19:15:34
February 24 2016 19:15 GMT
#97
On February 25 2016 03:34 Cele wrote:
an important point in this discussion to me is that we can't rely on wishful thinking too much. Whether you think BW just needs a graphic update or whether you think MBS and automine should be included doesn't affect that Blizzard will not put the necessary efforts into the development of a new competitive gaming platform/overhaul for BW.

Why do i say that with certainty? As some have pointed out above, Blizzard cares for their financial surplus in sales and will stop supporting non f2p models rigorously when they don't sell anymore. We have seen that in BW and many other games alike. Now, they may (big question mark) be interested in releasing a graphic overhaul along those points discussed by Clonester, but they will not provide and maintain a valid online platform for it. By that i mean a battle net interface with decent support like modern Launcher, integrated community bugfixes, tournaments, support and hack-free ladder. They are not going to do that simply because it's not worth the investment to maintain this environment for the amount of copies they'd sell.

Since Blizzard is switching to a f2p model (Hearthstone, Heroes), they might consider to overhaul BW and make it f2p and just implement it in their bnet 2. Of course this scenario would be ideal and thus highly unlikely.
aka Kalevi
lestye
Profile Blog Joined August 2010
United States4155 Posts
Last Edited: 2016-02-24 20:43:39
February 24 2016 20:39 GMT
#98
On February 25 2016 00:29 duke91 wrote:
Show nested quote +
On February 24 2016 22:52 ProMeTheus112 wrote:
On February 24 2016 14:52 Jealous wrote:You're right in that the game could be even more demanding in this regard. If I remember correctly, WarCraft I had a group selection limit of 4 and no hotkeys. WarCraft II had group selection limit of 9. However, I feel that StarCraft hit that sweet spot where there is just enough dividing your attention without being ridiculous and not simplified enough for you to be able to do everything with two hotkeys. Because of this balance, we can appreciate a player's macro in Brood War in the lategame with awe, because we know the effort they went through in order to achieve it, or a player's army movement, or their ability to Storm perfectly during an engagement, so on and so forth. It is because those tasks are mechanically trying that their achievement can be appreciated, their exceptional execution lauded. No one bats an eyelid when someone moves a massive ball around the map in StarCraft II, or when they have perfect macro off 16 Warp Gates in different bases.

As for your last question, I think that the answer is highly subjective. The amount of people that switched fully from BW to SC2 AND vice versa are testament to that.

You made fair points about attention. In my opinion BW would still be highly demanding in that attention resource management with automine and MBS, because there are a ton more things to do. I mean, MBS makes a significant difference to that, but automine doesn't really, so I understand this argument for MBS (only by testing would we know how demanding BW would be in attention resource management with MBS, in my opinion it would still be very demanding in a smarter way : it's not like we spend 20% of the time in game producing units, and it's not like there aren't a ton of other things to do and even I think things we actually don't do at all because there is too much to do :D it's good to relieve that, especially for the less hardcore players, but actually for everyone, imo), but not for automine : it's clear to me automine would not impact this significantly. Can't put MBS and automine in the same box, I guess.

As for SC2, I think reasons why player have left have more to do with the bad pathing or the design of units etc etc. That's why I left (very fast), definitely not because of MBS or automine


The point is that knowing where to give your attention is what distinguishes good players from the greatest. Giving MBS and automine would take away the hard decision making on what to focus your limited apm to. This decision making takes place every single second, while you simultaneously have to do strategic decisions. The skill ceiling is reached in SC2 in so far that you don't need to do that decision making each second since macro is perfectly executed without too much effort and always optimal, so that you only need to do strategic decision which in so far are even in this case not as deep as in BW since it is usually only strategic, and not in the case of BW also tactical. That is, BW has also the tactical component of positioning, flanking, high ground advantage which takes place dynamically in the game as the game evolve in a series of mutual tactical decision with the opponent. This has a lot to do with the 12 unit limit which emphasizes this tactical play. If you implement infinite unit selection, its only going to be deathball vs deathball. Not these fine tactical plays, but rather back and forth who can outmuscle who better. It's not chess anymore but tug war. What is left is, as for SC2, the strategical component which is emphasized because everything else doesn't matter as much in winning the game. Artosis said that SC2 is more strategical. This is wrong. It emphasizes strategy just more but in the end doesn't have the strategic depth of BW of which tactics is just the 'dynamic strategy' which adjusts.

If you take away high skill ceiling from BW, you will eventually end up with SC2 which first bores the viewer due to every game feeling the same. Also it will bore the players since every game feels the same and also that you cannot distinguish oneselve from 'lesser' players as much, since strategy will be emphasized, which is often determined in the very early game in as such is very random. Emphasize this inherent randomness of strategy and you will basically have a game which more likely resembles a game of coin-flipping than an actual game. No one will want to play this game since improving your coin-flipping-prediction skills is not very desireable. However, if you emphasize tactics which is most important in the mid to late-game, it gives more room for a non-random component of the game, where the most-skilled can influence and win the game the most.



It is no coincidence that SC2 never had a Bonjwa.

Don't get me wrong, someone who played BW for a long time would never ever want MBS, automine etc ever, and I don't get the feeling that you have played BW enough. Simplifying the game in mechanics would not create a game which outlives every other game.

Why do you think BW still lives on healthy and in Korea, much bigger than SC2 will ever be in the world combined? It is not because it caters to the casual player. A casual player will play a game for a few months and drop it for the newest shit. This is what blizzard wants. Making quick money from players and not really supporting a game. Rather, BW caters to the fans who see the beauty of skill. Those people stick around for decades. I don't ever see people sticking around with SC2 for much longer since it doesn't reward skill, and viewers cannot see how pros distinguish themselves from other pros since it emphasizes too much randomness. You cannot simply outplay others with simplified mechanics.

The mechanics should be untouched. End of discussion. Any dumbing down would make take away the longevity of the BW scene. What Blizzard can do is create a working B.net, maybe with matchmaking. Since this seems trivially easy to do, but Blizzard haven't done it, one can conclude that Blizzard simply doesn't care about BW. Many incidence in the past confirmed this narrative. Most patches in the past seemed rather as PR gags to promote the narrative of blizzard caring so much about even their old games.


First off, SC2 did have a bonjwa, arguably 2-3.

Secondly, why do you think BW is nowhere near as healthy outside of Korea? As what OP was talking about before, Age of Empires/WC3/SC2 is nowhere near as mechanically demanidng as Starcraft yet it still has a healthy playerbase. This idea of IT MUST BE SUPER MECHANICALLY DEMANDING OR IT WILL HAVE NO LONGEVITY/PLAYBERBASE doesn't hold up. I think you're being incredibly arrogant and dismissive of other games' audiences. "how pros distinguish themselves from other pros since it emphasizes too much randomness" How can you even say shit like that?

I totally get that THAT super complex and demanding is the Brood War you fell in love with and shouldn't be touched, I totally get that, but I disagree that it must be complex for it to sustain itself.

Ultimately, with every game, you have to make sacrifices if you want to encourage a new growing audience. Foreign Brood War is not growing at all, that's why myself and others have brought those discussions up.

And I don't think Blizzard patches are just PR gags... they care about their old games. Hell, they went back years after Brood War came out and added replays and other features. That doesn't scream PR gag to me. Meanwhile other RTS games come out and cant keep their servers up for more than 3 years.

On February 25 2016 04:15 404AlphaSquad wrote:
Show nested quote +
On February 25 2016 03:34 Cele wrote:
an important point in this discussion to me is that we can't rely on wishful thinking too much. Whether you think BW just needs a graphic update or whether you think MBS and automine should be included doesn't affect that Blizzard will not put the necessary efforts into the development of a new competitive gaming platform/overhaul for BW.

Why do i say that with certainty? As some have pointed out above, Blizzard cares for their financial surplus in sales and will stop supporting non f2p models rigorously when they don't sell anymore. We have seen that in BW and many other games alike. Now, they may (big question mark) be interested in releasing a graphic overhaul along those points discussed by Clonester, but they will not provide and maintain a valid online platform for it. By that i mean a battle net interface with decent support like modern Launcher, integrated community bugfixes, tournaments, support and hack-free ladder. They are not going to do that simply because it's not worth the investment to maintain this environment for the amount of copies they'd sell.

Since Blizzard is switching to a f2p model (Hearthstone, Heroes), they might consider to overhaul BW and make it f2p and just implement it in their bnet 2. Of course this scenario would be ideal and thus highly unlikely.

That makes 0 sense. Overwatch/LOTV/WoW/Diablo aren't F2P. They'd sell BW, I think.

On February 25 2016 04:00 letian wrote:
Jeez, sometimes I think, just open source the game like they did with C&C and throw it on kickstarter.

I don't think that'd help. Brood War is notoriously spaghetti code.
"You guys are just edgelords. Embrace your inner weeb desu" -Zergneedsfood
letian
Profile Blog Joined May 2010
Germany4221 Posts
February 24 2016 20:52 GMT
#99
I don't think that'd help. Brood War is notoriously spaghetti code.

Interesting, I didn't know that. And that's why there are so many nice glitches in the game I guess.
I wonder how it would all work out if not for all those random reaver shots...
Cele
Profile Blog Joined December 2008
Germany4016 Posts
February 24 2016 21:54 GMT
#100
On February 25 2016 05:52 letian wrote:
Show nested quote +
I don't think that'd help. Brood War is notoriously spaghetti code.

Interesting, I didn't know that. And that's why there are so many nice glitches in the game I guess.
I wonder how it would all work out if not for all those random reaver shots...


if rvrs always connected on the best target, it would be imba. You'd see them dumb down PvP to a reaver fest :D
Broodwar for life!
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2016-02-24 23:44:00
February 24 2016 23:42 GMT
#101
On February 24 2016 09:11 ProMeTheus112 wrote:
Show nested quote +
On February 24 2016 08:31 Zera wrote:
On February 24 2016 05:14 ProMeTheus112 wrote:+ Show Spoiler +

That's why, in my opinion, if we would like BW to regain more casual/crowded/mainstream interest with a modern update, I feel like it would be better if the existing BW community is ok with some simple changes in the interface or control. Automine and MBS in particular, imo that would just be good to implement in an update/rerelease. Seriously, as a B~ level player I don't mind very much not having automine or MBS, it doesn't hinder me a lot, though I think it happens to anyone to forget and have some 4-5 probes waiting at nexus or something, and of course it affects everyone to have a harder mechanic to produce units / save buildings in control groups. But I'm pretty sure I would actually feel pretty good with such changes and feel like they improve quality of life for me as a player, and especially, for more casual or slower players or people who used to play long time ago, that's kinda hellish not having automine or MBS, especially when they want to start competing a bit with the better players, and if they compare with other games that have been released in the past 15 years. It doesn't feel particularly fair or rather, particularly smart. It's kinda outdated. 12 unit selection in my view must be super controversial cause it would be a huge change... but in my opinion it's also something that would be good to discuss/modify. Allow people to box as many units, or maybe just a higher limit. Because it slows you down a lot, it requires a lot more speed for not a lot of good reason. You want any decision that you make to be reduced to just as many actions as it needs, the control tools more efficient, without simplifying the mechanics of the game itself, the depth of unit movement and combat, the management of details in countless different possibilities. I've said it before, I think the only true/main advantage to 12 unit selection is the wireframe interface @the bottom which is great and I don't think it's good to lose that. But something could be done to keep the wireframes while still allowing to select more units. In my opinion, these few things are the most important to appeal to new players or more casual players or returning players again in higher numbers and not get them tired of the game, dismissing it as a click fest out of exhaustion and being too punished by it. Along with the extra accessibility and quality of life things, like support for different screen ratio, great Bnet easy to access with no need to forward ports, lan latency.

I think that, no automine / no MBS / 12 unit selection limit are not the reasons why BW is great. BW is great for a lot of reasons, one of them because it actually does have great controls, but they could be even better and use some smart updating

keeping in mind, when BW came out, the context was nobody was very good at RTS, nobody expected that playing BW very well would require such speed, and the other games were not at all comparable in quality of control as well



infinity selection of mutas! What a lovely feature, especially in ZvT!

MBS and >12 unit selection would just make the game completely different. It would not longer be a BW.

^^
originaly, mutas were not supposed to be able to clump in one spot and remain like this while attacking.. and nobody was doing that for a good bunch of years and the game was great
personally, I never really liked what the discovery of this "bug" did to the game I would vote for putting it out in all honesty


Modern Zerg vs Terran would be imbalanced without air unit stacking.
And it's not a bug. It is the rules of the game functioning as intended. The only thing not intended was how people would use the rules, just like they didn't know which build orders people would use.

Why is it not a bug?
Because Blizzard made it so that units attempt to stay in formation. They maintain their relative position to each other as they move around, if they are in the same control group. Test this out for yourself by positioning a few units in an X, and moving them around.

However, Blizzard realized that if units were too far away from each other, this behavior would be problematic, since units on the opposite sides of the map would remain there, even when told to move to the middle. To solve it, they made it so that units who are at a certain distance from each other, rather than maintaining formation, attempt to move to the exact spot that they were ordered to move to.

This can be used by selecting a unit that is far away from the rest of the control group, to cause air unit stacking.

It's not an error in the game. It's the programmed rules acting exactly as they were intended, just like mineral walking on to enemies is a clever way to use the behavior of workers on their way to mine.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2016-02-24 23:57:40
February 24 2016 23:56 GMT
#102
i know that's why i used quotes
things can balance themselves out in many different ways
Disregard
Profile Blog Joined March 2007
China10252 Posts
Last Edited: 2016-02-25 11:22:22
February 25 2016 05:23 GMT
#103
There is difference in why AOE2 maintains it's status, AOE3 had horrid balance issues and AOE2HD has technical problems. These games don't have the same support and dedicated development teams like SC2 does. The former has a community of which has surpassed the abilities of the original developers to put out content and updates, thus remains why AOE2 will forever be the best of the series.

I have no idea of the current status of SC2 as I had never developed interest it in, although I did follow the AOE2 scene quite heavily till last year.

And also the AOE2 scene does not have the same dedicated pro-scene like SC2 or other e-sports games. Majority or if not all of the veteran players just play part-time, there are no true AOE2 teams that dedicate their full time in playing the game. Example many of the high-tier Chinese players have families or attend school.

"If I had to take a drug in order to be free, I'm screwed. Freedom exists in the mind, otherwise it doesn't exist."
lestye
Profile Blog Joined August 2010
United States4155 Posts
February 25 2016 08:28 GMT
#104
On February 25 2016 08:42 vOdToasT wrote:
Show nested quote +
On February 24 2016 09:11 ProMeTheus112 wrote:
On February 24 2016 08:31 Zera wrote:
On February 24 2016 05:14 ProMeTheus112 wrote:+ Show Spoiler +

That's why, in my opinion, if we would like BW to regain more casual/crowded/mainstream interest with a modern update, I feel like it would be better if the existing BW community is ok with some simple changes in the interface or control. Automine and MBS in particular, imo that would just be good to implement in an update/rerelease. Seriously, as a B~ level player I don't mind very much not having automine or MBS, it doesn't hinder me a lot, though I think it happens to anyone to forget and have some 4-5 probes waiting at nexus or something, and of course it affects everyone to have a harder mechanic to produce units / save buildings in control groups. But I'm pretty sure I would actually feel pretty good with such changes and feel like they improve quality of life for me as a player, and especially, for more casual or slower players or people who used to play long time ago, that's kinda hellish not having automine or MBS, especially when they want to start competing a bit with the better players, and if they compare with other games that have been released in the past 15 years. It doesn't feel particularly fair or rather, particularly smart. It's kinda outdated. 12 unit selection in my view must be super controversial cause it would be a huge change... but in my opinion it's also something that would be good to discuss/modify. Allow people to box as many units, or maybe just a higher limit. Because it slows you down a lot, it requires a lot more speed for not a lot of good reason. You want any decision that you make to be reduced to just as many actions as it needs, the control tools more efficient, without simplifying the mechanics of the game itself, the depth of unit movement and combat, the management of details in countless different possibilities. I've said it before, I think the only true/main advantage to 12 unit selection is the wireframe interface @the bottom which is great and I don't think it's good to lose that. But something could be done to keep the wireframes while still allowing to select more units. In my opinion, these few things are the most important to appeal to new players or more casual players or returning players again in higher numbers and not get them tired of the game, dismissing it as a click fest out of exhaustion and being too punished by it. Along with the extra accessibility and quality of life things, like support for different screen ratio, great Bnet easy to access with no need to forward ports, lan latency.

I think that, no automine / no MBS / 12 unit selection limit are not the reasons why BW is great. BW is great for a lot of reasons, one of them because it actually does have great controls, but they could be even better and use some smart updating

keeping in mind, when BW came out, the context was nobody was very good at RTS, nobody expected that playing BW very well would require such speed, and the other games were not at all comparable in quality of control as well



infinity selection of mutas! What a lovely feature, especially in ZvT!

MBS and >12 unit selection would just make the game completely different. It would not longer be a BW.

^^
originaly, mutas were not supposed to be able to clump in one spot and remain like this while attacking.. and nobody was doing that for a good bunch of years and the game was great
personally, I never really liked what the discovery of this "bug" did to the game I would vote for putting it out in all honesty


Modern Zerg vs Terran would be imbalanced without air unit stacking.
And it's not a bug. It is the rules of the game functioning as intended. The only thing not intended was how people would use the rules, just like they didn't know which build orders people would use.

Why is it not a bug?
Because Blizzard made it so that units attempt to stay in formation. They maintain their relative position to each other as they move around, if they are in the same control group. Test this out for yourself by positioning a few units in an X, and moving them around.

However, Blizzard realized that if units were too far away from each other, this behavior would be problematic, since units on the opposite sides of the map would remain there, even when told to move to the middle. To solve it, they made it so that units who are at a certain distance from each other, rather than maintaining formation, attempt to move to the exact spot that they were ordered to move to.

This can be used by selecting a unit that is far away from the rest of the control group, to cause air unit stacking.

It's not an error in the game. It's the programmed rules acting exactly as they were intended, just like mineral walking on to enemies is a clever way to use the behavior of workers on their way to mine.


Oh god. Yes you can argue it's a clever use of game mechanics, but its not like the game was designed around such mechanics being used. It was something that looks funky and was unintended, but they kept it in the game because of your first point, it became important for game balance.
"You guys are just edgelords. Embrace your inner weeb desu" -Zergneedsfood
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2016-02-25 09:58:31
February 25 2016 09:56 GMT
#105
On February 25 2016 17:28 lestye wrote:
Show nested quote +
On February 25 2016 08:42 vOdToasT wrote:
On February 24 2016 09:11 ProMeTheus112 wrote:
On February 24 2016 08:31 Zera wrote:
On February 24 2016 05:14 ProMeTheus112 wrote:+ Show Spoiler +

That's why, in my opinion, if we would like BW to regain more casual/crowded/mainstream interest with a modern update, I feel like it would be better if the existing BW community is ok with some simple changes in the interface or control. Automine and MBS in particular, imo that would just be good to implement in an update/rerelease. Seriously, as a B~ level player I don't mind very much not having automine or MBS, it doesn't hinder me a lot, though I think it happens to anyone to forget and have some 4-5 probes waiting at nexus or something, and of course it affects everyone to have a harder mechanic to produce units / save buildings in control groups. But I'm pretty sure I would actually feel pretty good with such changes and feel like they improve quality of life for me as a player, and especially, for more casual or slower players or people who used to play long time ago, that's kinda hellish not having automine or MBS, especially when they want to start competing a bit with the better players, and if they compare with other games that have been released in the past 15 years. It doesn't feel particularly fair or rather, particularly smart. It's kinda outdated. 12 unit selection in my view must be super controversial cause it would be a huge change... but in my opinion it's also something that would be good to discuss/modify. Allow people to box as many units, or maybe just a higher limit. Because it slows you down a lot, it requires a lot more speed for not a lot of good reason. You want any decision that you make to be reduced to just as many actions as it needs, the control tools more efficient, without simplifying the mechanics of the game itself, the depth of unit movement and combat, the management of details in countless different possibilities. I've said it before, I think the only true/main advantage to 12 unit selection is the wireframe interface @the bottom which is great and I don't think it's good to lose that. But something could be done to keep the wireframes while still allowing to select more units. In my opinion, these few things are the most important to appeal to new players or more casual players or returning players again in higher numbers and not get them tired of the game, dismissing it as a click fest out of exhaustion and being too punished by it. Along with the extra accessibility and quality of life things, like support for different screen ratio, great Bnet easy to access with no need to forward ports, lan latency.

I think that, no automine / no MBS / 12 unit selection limit are not the reasons why BW is great. BW is great for a lot of reasons, one of them because it actually does have great controls, but they could be even better and use some smart updating

keeping in mind, when BW came out, the context was nobody was very good at RTS, nobody expected that playing BW very well would require such speed, and the other games were not at all comparable in quality of control as well



infinity selection of mutas! What a lovely feature, especially in ZvT!

MBS and >12 unit selection would just make the game completely different. It would not longer be a BW.

^^
originaly, mutas were not supposed to be able to clump in one spot and remain like this while attacking.. and nobody was doing that for a good bunch of years and the game was great
personally, I never really liked what the discovery of this "bug" did to the game I would vote for putting it out in all honesty


Modern Zerg vs Terran would be imbalanced without air unit stacking.
And it's not a bug. It is the rules of the game functioning as intended. The only thing not intended was how people would use the rules, just like they didn't know which build orders people would use.

Why is it not a bug?
Because Blizzard made it so that units attempt to stay in formation. They maintain their relative position to each other as they move around, if they are in the same control group. Test this out for yourself by positioning a few units in an X, and moving them around.

However, Blizzard realized that if units were too far away from each other, this behavior would be problematic, since units on the opposite sides of the map would remain there, even when told to move to the middle. To solve it, they made it so that units who are at a certain distance from each other, rather than maintaining formation, attempt to move to the exact spot that they were ordered to move to.

This can be used by selecting a unit that is far away from the rest of the control group, to cause air unit stacking.

It's not an error in the game. It's the programmed rules acting exactly as they were intended, just like mineral walking on to enemies is a clever way to use the behavior of workers on their way to mine.


Oh god. Yes you can argue it's a clever use of game mechanics, but its not like the game was designed around such mechanics being used. It was something that looks funky and was unintended, but they kept it in the game because of your first point, it became important for game balance.


Irrelevant.
My argument is that it's not a bug.
A bug is unintended behavior. A unit moving through walls is a bug. A unit being way too strong and therefore being abused is not a bug. The things I mention, and the things that people bring up as "bugs"; are behaviors that function exactly as intended.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
Endymion
Profile Blog Joined November 2009
United States3701 Posts
February 25 2016 10:06 GMT
#106
i mean, the dev team is pretty much dead and buried, arguing about what is a bug and what is intended is kinda pointless imo.. i dont believe they knew what they were creating when they made the game, it's too good for that.. it was an accident, that's what makes changing it so difficult. it's also what makes creating a sequel so difficult, because the sc2 dev team had a very different opinion about what made broodwar a good competitive game than korea did, as evident from the shift from WoL, which was most like scbw, to hots and then to LOTV which is barely recognizable..

to make a proper sequel, the dev has to understand all of the systems at play, including the "artificial" restrictions to players causing them to have to manage attention to differentiate gosus from noobs.. imo, if we were to make a broodwar 2, the glitches and patch finding discussions wouldn't be super important, what would be most important is staying true to the core mechanics of bw to retain the audience.. the hd rerelease won't have the proper staffing to rebalance broodwar if they remove glitches, so i doubt they will even try it.. the best thing they can do is reskin bnet1.0 and add some features like tournaments, add hd sprites, and try to keep everything else the same imo.
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
lestye
Profile Blog Joined August 2010
United States4155 Posts
February 25 2016 10:09 GMT
#107
On February 25 2016 18:56 vOdToasT wrote:
Show nested quote +
On February 25 2016 17:28 lestye wrote:
On February 25 2016 08:42 vOdToasT wrote:
On February 24 2016 09:11 ProMeTheus112 wrote:
On February 24 2016 08:31 Zera wrote:
On February 24 2016 05:14 ProMeTheus112 wrote:+ Show Spoiler +

That's why, in my opinion, if we would like BW to regain more casual/crowded/mainstream interest with a modern update, I feel like it would be better if the existing BW community is ok with some simple changes in the interface or control. Automine and MBS in particular, imo that would just be good to implement in an update/rerelease. Seriously, as a B~ level player I don't mind very much not having automine or MBS, it doesn't hinder me a lot, though I think it happens to anyone to forget and have some 4-5 probes waiting at nexus or something, and of course it affects everyone to have a harder mechanic to produce units / save buildings in control groups. But I'm pretty sure I would actually feel pretty good with such changes and feel like they improve quality of life for me as a player, and especially, for more casual or slower players or people who used to play long time ago, that's kinda hellish not having automine or MBS, especially when they want to start competing a bit with the better players, and if they compare with other games that have been released in the past 15 years. It doesn't feel particularly fair or rather, particularly smart. It's kinda outdated. 12 unit selection in my view must be super controversial cause it would be a huge change... but in my opinion it's also something that would be good to discuss/modify. Allow people to box as many units, or maybe just a higher limit. Because it slows you down a lot, it requires a lot more speed for not a lot of good reason. You want any decision that you make to be reduced to just as many actions as it needs, the control tools more efficient, without simplifying the mechanics of the game itself, the depth of unit movement and combat, the management of details in countless different possibilities. I've said it before, I think the only true/main advantage to 12 unit selection is the wireframe interface @the bottom which is great and I don't think it's good to lose that. But something could be done to keep the wireframes while still allowing to select more units. In my opinion, these few things are the most important to appeal to new players or more casual players or returning players again in higher numbers and not get them tired of the game, dismissing it as a click fest out of exhaustion and being too punished by it. Along with the extra accessibility and quality of life things, like support for different screen ratio, great Bnet easy to access with no need to forward ports, lan latency.

I think that, no automine / no MBS / 12 unit selection limit are not the reasons why BW is great. BW is great for a lot of reasons, one of them because it actually does have great controls, but they could be even better and use some smart updating

keeping in mind, when BW came out, the context was nobody was very good at RTS, nobody expected that playing BW very well would require such speed, and the other games were not at all comparable in quality of control as well



infinity selection of mutas! What a lovely feature, especially in ZvT!

MBS and >12 unit selection would just make the game completely different. It would not longer be a BW.

^^
originaly, mutas were not supposed to be able to clump in one spot and remain like this while attacking.. and nobody was doing that for a good bunch of years and the game was great
personally, I never really liked what the discovery of this "bug" did to the game I would vote for putting it out in all honesty


Modern Zerg vs Terran would be imbalanced without air unit stacking.
And it's not a bug. It is the rules of the game functioning as intended. The only thing not intended was how people would use the rules, just like they didn't know which build orders people would use.

Why is it not a bug?
Because Blizzard made it so that units attempt to stay in formation. They maintain their relative position to each other as they move around, if they are in the same control group. Test this out for yourself by positioning a few units in an X, and moving them around.

However, Blizzard realized that if units were too far away from each other, this behavior would be problematic, since units on the opposite sides of the map would remain there, even when told to move to the middle. To solve it, they made it so that units who are at a certain distance from each other, rather than maintaining formation, attempt to move to the exact spot that they were ordered to move to.

This can be used by selecting a unit that is far away from the rest of the control group, to cause air unit stacking.

It's not an error in the game. It's the programmed rules acting exactly as they were intended, just like mineral walking on to enemies is a clever way to use the behavior of workers on their way to mine.


Oh god. Yes you can argue it's a clever use of game mechanics, but its not like the game was designed around such mechanics being used. It was something that looks funky and was unintended, but they kept it in the game because of your first point, it became important for game balance.


Irrelevant.
My argument is that it's not a bug.
A bug is unintended behavior. A unit moving through walls is a bug. A unit being way too strong and therefore being abused is not a bug. The things I mention, and the things that people bring up as "bugs"; are behaviors that function exactly as intended.

Units clumping up like that is completely unintentional and not designed to be used that way. Just because it follows the programmed rules, doesn't mean it's not a bug. Programming oversights to how something is "supposed" to be designed on how a variety of gameplay mechanics interact with eachother are bugs.
"You guys are just edgelords. Embrace your inner weeb desu" -Zergneedsfood
v0ltage
Profile Joined August 2013
3 Posts
February 25 2016 10:24 GMT
#108
Imo, programming oversights are just that - programming oversights. Bugs are Bugs.

Anyway, no point in discussing vocabulary...

In regards to BW making a comeback, I feel like it's already started - just look at the number of views on BW players' streams, they outnumber SC2 by like 10:1. Now it's just up to the audiences and average players like us to restore life to the game via for example the ICCup ladder. The interest is definitely there I think, and it doesn't have to mean choosing BW over SC2...

_Animus_
Profile Joined February 2011
Bulgaria1064 Posts
Last Edited: 2016-02-25 14:48:48
February 25 2016 14:41 GMT
#109
On February 25 2016 06:54 Cele wrote:
Show nested quote +
On February 25 2016 05:52 letian wrote:
I don't think that'd help. Brood War is notoriously spaghetti code.

Interesting, I didn't know that. And that's why there are so many nice glitches in the game I guess.
I wonder how it would all work out if not for all those random reaver shots...


if rvrs always connected on the best target, it would be imba. You'd see them dumb down PvP to a reaver fest :D

Well if its about to dud or not to dud, it a bit questionable, Note: not talking about reaver autotargeting. It would certainly make reavers less risky investment and it can become really imba in the hands of the good player. However if there is something that need to be changed that would be definitelly reavers and guardians not to suicide into the range of static defences they are attacking.
Luv ya BroodWar!
LemOn
Profile Blog Joined July 2005
United Kingdom8629 Posts
February 25 2016 15:53 GMT
#110
On February 25 2016 17:28 lestye wrote:
Show nested quote +
On February 25 2016 08:42 vOdToasT wrote:
On February 24 2016 09:11 ProMeTheus112 wrote:
On February 24 2016 08:31 Zera wrote:
On February 24 2016 05:14 ProMeTheus112 wrote:+ Show Spoiler +

That's why, in my opinion, if we would like BW to regain more casual/crowded/mainstream interest with a modern update, I feel like it would be better if the existing BW community is ok with some simple changes in the interface or control. Automine and MBS in particular, imo that would just be good to implement in an update/rerelease. Seriously, as a B~ level player I don't mind very much not having automine or MBS, it doesn't hinder me a lot, though I think it happens to anyone to forget and have some 4-5 probes waiting at nexus or something, and of course it affects everyone to have a harder mechanic to produce units / save buildings in control groups. But I'm pretty sure I would actually feel pretty good with such changes and feel like they improve quality of life for me as a player, and especially, for more casual or slower players or people who used to play long time ago, that's kinda hellish not having automine or MBS, especially when they want to start competing a bit with the better players, and if they compare with other games that have been released in the past 15 years. It doesn't feel particularly fair or rather, particularly smart. It's kinda outdated. 12 unit selection in my view must be super controversial cause it would be a huge change... but in my opinion it's also something that would be good to discuss/modify. Allow people to box as many units, or maybe just a higher limit. Because it slows you down a lot, it requires a lot more speed for not a lot of good reason. You want any decision that you make to be reduced to just as many actions as it needs, the control tools more efficient, without simplifying the mechanics of the game itself, the depth of unit movement and combat, the management of details in countless different possibilities. I've said it before, I think the only true/main advantage to 12 unit selection is the wireframe interface @the bottom which is great and I don't think it's good to lose that. But something could be done to keep the wireframes while still allowing to select more units. In my opinion, these few things are the most important to appeal to new players or more casual players or returning players again in higher numbers and not get them tired of the game, dismissing it as a click fest out of exhaustion and being too punished by it. Along with the extra accessibility and quality of life things, like support for different screen ratio, great Bnet easy to access with no need to forward ports, lan latency.

I think that, no automine / no MBS / 12 unit selection limit are not the reasons why BW is great. BW is great for a lot of reasons, one of them because it actually does have great controls, but they could be even better and use some smart updating

keeping in mind, when BW came out, the context was nobody was very good at RTS, nobody expected that playing BW very well would require such speed, and the other games were not at all comparable in quality of control as well



infinity selection of mutas! What a lovely feature, especially in ZvT!

MBS and >12 unit selection would just make the game completely different. It would not longer be a BW.

^^
originaly, mutas were not supposed to be able to clump in one spot and remain like this while attacking.. and nobody was doing that for a good bunch of years and the game was great
personally, I never really liked what the discovery of this "bug" did to the game I would vote for putting it out in all honesty


Modern Zerg vs Terran would be imbalanced without air unit stacking.
And it's not a bug. It is the rules of the game functioning as intended. The only thing not intended was how people would use the rules, just like they didn't know which build orders people would use.

Why is it not a bug?
Because Blizzard made it so that units attempt to stay in formation. They maintain their relative position to each other as they move around, if they are in the same control group. Test this out for yourself by positioning a few units in an X, and moving them around.

However, Blizzard realized that if units were too far away from each other, this behavior would be problematic, since units on the opposite sides of the map would remain there, even when told to move to the middle. To solve it, they made it so that units who are at a certain distance from each other, rather than maintaining formation, attempt to move to the exact spot that they were ordered to move to.

This can be used by selecting a unit that is far away from the rest of the control group, to cause air unit stacking.

It's not an error in the game. It's the programmed rules acting exactly as they were intended, just like mineral walking on to enemies is a clever way to use the behavior of workers on their way to mine.


Oh god. Yes you can argue it's a clever use of game mechanics, but its not like the game was designed around such mechanics being used. It was something that looks funky and was unintended, but they kept it in the game because of your first point, it became important for game balance.

See so many things in BW were beautiful accidents, more acts of god than design (yes god does exist, BW is the proof of that!) and they had no clue how competitive BW would evolve either
Much is the father figure that I miss in my life. Go Daddy! DoC.LemOn, LemOn[5thF]
Jaedrik
Profile Joined June 2015
113 Posts
Last Edited: 2016-02-25 19:49:44
February 25 2016 19:46 GMT
#111
Developer intention is irrelevant to a game's depth.
A game's depth may be enhanced by bugs and exploits.
If a given bug or exploit increases a game's depth, it ought be kept.
Unless the gain is marginal and the amount of complexity it introduces is significant.
Then, it is an argument from degrees--which is where the truth becomes harder to discern, and also where subjectivity becomes more attractive as a fallback when conclusions are indiscernible.
lestye
Profile Blog Joined August 2010
United States4155 Posts
February 25 2016 20:21 GMT
#112
On February 26 2016 04:46 Jaedrik wrote:
Developer intention is irrelevant to a game's depth.
A game's depth may be enhanced by bugs and exploits.
If a given bug or exploit increases a game's depth, it ought be kept.
Unless the gain is marginal and the amount of complexity it introduces is significant.
Then, it is an argument from degrees--which is where the truth becomes harder to discern, and also where subjectivity becomes more attractive as a fallback when conclusions are indiscernible.

It's extremely relevant because during the 2nd time around (which is what we're talking about), by "fixing" bugs and "improving" interactions, going back to the "intent", you run the risk of taking away, or refocusing the depth of the game.
"You guys are just edgelords. Embrace your inner weeb desu" -Zergneedsfood
ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2016-02-25 21:03:44
February 25 2016 21:03 GMT
#113
true that, and there is the danger of community split where "half" people would play one version, the others the second version, (like CS 1.6 > Source > Go)
and also incompatibilities like replay incompatibility^^
Charoisaur
Profile Joined August 2014
Germany15914 Posts
February 25 2016 22:14 GMT
#114
On February 25 2016 14:23 Disregard wrote:
There is difference in why AOE2 maintains it's status, AOE3 had horrid balance issues and AOE2HD has technical problems. These games don't have the same support and dedicated development teams like SC2 does. The former has a community of which has surpassed the abilities of the original developers to put out content and updates, thus remains why AOE2 will forever be the best of the series.

I have no idea of the current status of SC2 as I had never developed interest it in, although I did follow the AOE2 scene quite heavily till last year.

And also the AOE2 scene does not have the same dedicated pro-scene like SC2 or other e-sports games. Majority or if not all of the veteran players just play part-time, there are no true AOE2 teams that dedicate their full time in playing the game. Example many of the high-tier Chinese players have families or attend school.


which balance issues did AOE3 have?
Many of the coolest moments in sc2 happen due to worker harassment
blade55555
Profile Blog Joined March 2009
United States17423 Posts
Last Edited: 2016-02-25 23:07:45
February 25 2016 23:06 GMT
#115
On February 26 2016 07:14 Charoisaur wrote:
Show nested quote +
On February 25 2016 14:23 Disregard wrote:
There is difference in why AOE2 maintains it's status, AOE3 had horrid balance issues and AOE2HD has technical problems. These games don't have the same support and dedicated development teams like SC2 does. The former has a community of which has surpassed the abilities of the original developers to put out content and updates, thus remains why AOE2 will forever be the best of the series.

I have no idea of the current status of SC2 as I had never developed interest it in, although I did follow the AOE2 scene quite heavily till last year.

And also the AOE2 scene does not have the same dedicated pro-scene like SC2 or other e-sports games. Majority or if not all of the veteran players just play part-time, there are no true AOE2 teams that dedicate their full time in playing the game. Example many of the high-tier Chinese players have families or attend school.


which balance issues did AOE3 have?


I don't know if this ever got patched, but Japan with the Agri spam was OP. Some civs just were straight up at a disadvantage.

I don't know if this was ever patched (it's been so long since aoe3), I remember when Uhlan's were broken, I think gendarmes are still broken (French late game cavalry if you can get to that point).

There were lots of balance issues throughout aoe3's life that I can remember.

Chinese Cannon spam, Russia late game (instant fortresses could be built that could pump out units instantly, you could literally have 1 Fortress and go from 50 supply to 200/200 in roughly 20 seconds, faster then that maybe). German instant gendarme spam (was a cavalry unit that did splash, ton of HP and just destroyed everything, I do remember this getting nerfed although it's still very strong).

India Elephant spam back in the day made me cry in my dreams.

I could go on with all the balance issues that popped up over the years, don't remember the game ever truly being balanced as every major tournament would always have 1 civ that dominated it and would be a mirror finals (will all the ones I remember, I remember dutch vs dutch final, Japan vs Japan).
When I think of something else, something will go here
ArmadA[NaS]
Profile Joined January 2014
United States346 Posts
February 25 2016 23:27 GMT
#116
On February 24 2016 09:11 ProMeTheus112 wrote:
Show nested quote +
On February 24 2016 08:31 Zera wrote:
On February 24 2016 05:14 ProMeTheus112 wrote:+ Show Spoiler +

That's why, in my opinion, if we would like BW to regain more casual/crowded/mainstream interest with a modern update, I feel like it would be better if the existing BW community is ok with some simple changes in the interface or control. Automine and MBS in particular, imo that would just be good to implement in an update/rerelease. Seriously, as a B~ level player I don't mind very much not having automine or MBS, it doesn't hinder me a lot, though I think it happens to anyone to forget and have some 4-5 probes waiting at nexus or something, and of course it affects everyone to have a harder mechanic to produce units / save buildings in control groups. But I'm pretty sure I would actually feel pretty good with such changes and feel like they improve quality of life for me as a player, and especially, for more casual or slower players or people who used to play long time ago, that's kinda hellish not having automine or MBS, especially when they want to start competing a bit with the better players, and if they compare with other games that have been released in the past 15 years. It doesn't feel particularly fair or rather, particularly smart. It's kinda outdated. 12 unit selection in my view must be super controversial cause it would be a huge change... but in my opinion it's also something that would be good to discuss/modify. Allow people to box as many units, or maybe just a higher limit. Because it slows you down a lot, it requires a lot more speed for not a lot of good reason. You want any decision that you make to be reduced to just as many actions as it needs, the control tools more efficient, without simplifying the mechanics of the game itself, the depth of unit movement and combat, the management of details in countless different possibilities. I've said it before, I think the only true/main advantage to 12 unit selection is the wireframe interface @the bottom which is great and I don't think it's good to lose that. But something could be done to keep the wireframes while still allowing to select more units. In my opinion, these few things are the most important to appeal to new players or more casual players or returning players again in higher numbers and not get them tired of the game, dismissing it as a click fest out of exhaustion and being too punished by it. Along with the extra accessibility and quality of life things, like support for different screen ratio, great Bnet easy to access with no need to forward ports, lan latency.

I think that, no automine / no MBS / 12 unit selection limit are not the reasons why BW is great. BW is great for a lot of reasons, one of them because it actually does have great controls, but they could be even better and use some smart updating

keeping in mind, when BW came out, the context was nobody was very good at RTS, nobody expected that playing BW very well would require such speed, and the other games were not at all comparable in quality of control as well



infinity selection of mutas! What a lovely feature, especially in ZvT!

MBS and >12 unit selection would just make the game completely different. It would not longer be a BW.

^^
originaly, mutas were not supposed to be able to clump in one spot and remain like this while attacking.. and nobody was doing that for a good bunch of years and the game was great
personally, I never really liked what the discovery of this "bug" did to the game I would vote for putting it out in all honesty


Wasn't JulyZerg stacking mutas by spam clicking them on minerals before the stack bug was discovered though?
ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2016-03-01 19:17:49
February 26 2016 00:20 GMT
#117
On February 26 2016 08:27 f10eqq wrote:
Show nested quote +
On February 24 2016 09:11 ProMeTheus112 wrote:
On February 24 2016 08:31 Zera wrote:
On February 24 2016 05:14 ProMeTheus112 wrote:+ Show Spoiler +

That's why, in my opinion, if we would like BW to regain more casual/crowded/mainstream interest with a modern update, I feel like it would be better if the existing BW community is ok with some simple changes in the interface or control. Automine and MBS in particular, imo that would just be good to implement in an update/rerelease. Seriously, as a B~ level player I don't mind very much not having automine or MBS, it doesn't hinder me a lot, though I think it happens to anyone to forget and have some 4-5 probes waiting at nexus or something, and of course it affects everyone to have a harder mechanic to produce units / save buildings in control groups. But I'm pretty sure I would actually feel pretty good with such changes and feel like they improve quality of life for me as a player, and especially, for more casual or slower players or people who used to play long time ago, that's kinda hellish not having automine or MBS, especially when they want to start competing a bit with the better players, and if they compare with other games that have been released in the past 15 years. It doesn't feel particularly fair or rather, particularly smart. It's kinda outdated. 12 unit selection in my view must be super controversial cause it would be a huge change... but in my opinion it's also something that would be good to discuss/modify. Allow people to box as many units, or maybe just a higher limit. Because it slows you down a lot, it requires a lot more speed for not a lot of good reason. You want any decision that you make to be reduced to just as many actions as it needs, the control tools more efficient, without simplifying the mechanics of the game itself, the depth of unit movement and combat, the management of details in countless different possibilities. I've said it before, I think the only true/main advantage to 12 unit selection is the wireframe interface @the bottom which is great and I don't think it's good to lose that. But something could be done to keep the wireframes while still allowing to select more units. In my opinion, these few things are the most important to appeal to new players or more casual players or returning players again in higher numbers and not get them tired of the game, dismissing it as a click fest out of exhaustion and being too punished by it. Along with the extra accessibility and quality of life things, like support for different screen ratio, great Bnet easy to access with no need to forward ports, lan latency.

I think that, no automine / no MBS / 12 unit selection limit are not the reasons why BW is great. BW is great for a lot of reasons, one of them because it actually does have great controls, but they could be even better and use some smart updating

keeping in mind, when BW came out, the context was nobody was very good at RTS, nobody expected that playing BW very well would require such speed, and the other games were not at all comparable in quality of control as well



infinity selection of mutas! What a lovely feature, especially in ZvT!

MBS and >12 unit selection would just make the game completely different. It would not longer be a BW.

^^
originaly, mutas were not supposed to be able to clump in one spot and remain like this while attacking.. and nobody was doing that for a good bunch of years and the game was great
personally, I never really liked what the discovery of this "bug" did to the game I would vote for putting it out in all honesty


Wasn't JulyZerg stacking mutas by spam clicking them on minerals before the stack bug was discovered though?

I don't know, but I thought, if you do something like that, you can only keep mutas stacked if you keep them moving forward and far away or something, they unstack pretty fast if you don't have a far-unit in select group no? I think before the stack bug, people were attacking with stacked mutas only by flying-by forward and couldn't do back & forth stacked attack, or smtg like that. Not sure, I never do this.
Jealous
Profile Blog Joined December 2011
10120 Posts
February 26 2016 22:08 GMT
#118
On February 26 2016 09:20 ProMeTheus112 wrote:
Show nested quote +
On February 26 2016 08:27 f10eqq wrote:
On February 24 2016 09:11 ProMeTheus112 wrote:
On February 24 2016 08:31 Zera wrote:
On February 24 2016 05:14 ProMeTheus112 wrote:+ Show Spoiler +

That's why, in my opinion, if we would like BW to regain more casual/crowded/mainstream interest with a modern update, I feel like it would be better if the existing BW community is ok with some simple changes in the interface or control. Automine and MBS in particular, imo that would just be good to implement in an update/rerelease. Seriously, as a B~ level player I don't mind very much not having automine or MBS, it doesn't hinder me a lot, though I think it happens to anyone to forget and have some 4-5 probes waiting at nexus or something, and of course it affects everyone to have a harder mechanic to produce units / save buildings in control groups. But I'm pretty sure I would actually feel pretty good with such changes and feel like they improve quality of life for me as a player, and especially, for more casual or slower players or people who used to play long time ago, that's kinda hellish not having automine or MBS, especially when they want to start competing a bit with the better players, and if they compare with other games that have been released in the past 15 years. It doesn't feel particularly fair or rather, particularly smart. It's kinda outdated. 12 unit selection in my view must be super controversial cause it would be a huge change... but in my opinion it's also something that would be good to discuss/modify. Allow people to box as many units, or maybe just a higher limit. Because it slows you down a lot, it requires a lot more speed for not a lot of good reason. You want any decision that you make to be reduced to just as many actions as it needs, the control tools more efficient, without simplifying the mechanics of the game itself, the depth of unit movement and combat, the management of details in countless different possibilities. I've said it before, I think the only true/main advantage to 12 unit selection is the wireframe interface @the bottom which is great and I don't think it's good to lose that. But something could be done to keep the wireframes while still allowing to select more units. In my opinion, these few things are the most important to appeal to new players or more casual players or returning players again in higher numbers and not get them tired of the game, dismissing it as a click fest out of exhaustion and being too punished by it. Along with the extra accessibility and quality of life things, like support for different screen ratio, great Bnet easy to access with no need to forward ports, lan latency.

I think that, no automine / no MBS / 12 unit selection limit are not the reasons why BW is great. BW is great for a lot of reasons, one of them because it actually does have great controls, but they could be even better and use some smart updating

keeping in mind, when BW came out, the context was nobody was very good at RTS, nobody expected that playing BW very well would require such speed, and the other games were not at all comparable in quality of control as well



infinity selection of mutas! What a lovely feature, especially in ZvT!

MBS and >12 unit selection would just make the game completely different. It would not longer be a BW.

^^
originaly, mutas were not supposed to be able to clump in one spot and remain like this while attacking.. and nobody was doing that for a good bunch of years and the game was great
personally, I never really liked what the discovery of this "bug" did to the game I would vote for putting it out in all honesty


Wasn't JulyZerg stacking mutas by spam clicking them on minerals before the stack bug was discovered though?

I don't know, but I thought, if you do something like that, you can only keep mutas stacked if you keep them moving forward and far away or something, they unstack pretty fast if you don't have a far-unit in select group no? I think before the stack bug, people were attacking with stacked mutas only by flying-by forward and couldn't do back & forth stacked attack, or smtg like that. Not sure, I never do this.

I'm not certain as to the veracity of the statement either, but I do know that JulyZerg didn't invent stacking. He just showcased its potential in progaming first, against Hwasin.

Stacking Mutas on minerals is valid if you stack them often, as in you stack, attack an SCV, stack, attack, etc. However, in my personal opinion, I find it unlikely that it was done this way at any point before this game, because this is the game that changed modern Zerg play:



If there is a counter-example, please provide BTW f10eqq, I've been asking if you want to be in the line-up for ASL in Skype chat but you haven't said anything ): We're in the finals now, would be nice to hear from you!
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
Last Edited: 2016-02-27 00:34:00
February 27 2016 00:27 GMT
#119
On February 25 2016 19:09 lestye wrote:
Show nested quote +
On February 25 2016 18:56 vOdToasT wrote:
On February 25 2016 17:28 lestye wrote:
On February 25 2016 08:42 vOdToasT wrote:
On February 24 2016 09:11 ProMeTheus112 wrote:
On February 24 2016 08:31 Zera wrote:
On February 24 2016 05:14 ProMeTheus112 wrote:+ Show Spoiler +

That's why, in my opinion, if we would like BW to regain more casual/crowded/mainstream interest with a modern update, I feel like it would be better if the existing BW community is ok with some simple changes in the interface or control. Automine and MBS in particular, imo that would just be good to implement in an update/rerelease. Seriously, as a B~ level player I don't mind very much not having automine or MBS, it doesn't hinder me a lot, though I think it happens to anyone to forget and have some 4-5 probes waiting at nexus or something, and of course it affects everyone to have a harder mechanic to produce units / save buildings in control groups. But I'm pretty sure I would actually feel pretty good with such changes and feel like they improve quality of life for me as a player, and especially, for more casual or slower players or people who used to play long time ago, that's kinda hellish not having automine or MBS, especially when they want to start competing a bit with the better players, and if they compare with other games that have been released in the past 15 years. It doesn't feel particularly fair or rather, particularly smart. It's kinda outdated. 12 unit selection in my view must be super controversial cause it would be a huge change... but in my opinion it's also something that would be good to discuss/modify. Allow people to box as many units, or maybe just a higher limit. Because it slows you down a lot, it requires a lot more speed for not a lot of good reason. You want any decision that you make to be reduced to just as many actions as it needs, the control tools more efficient, without simplifying the mechanics of the game itself, the depth of unit movement and combat, the management of details in countless different possibilities. I've said it before, I think the only true/main advantage to 12 unit selection is the wireframe interface @the bottom which is great and I don't think it's good to lose that. But something could be done to keep the wireframes while still allowing to select more units. In my opinion, these few things are the most important to appeal to new players or more casual players or returning players again in higher numbers and not get them tired of the game, dismissing it as a click fest out of exhaustion and being too punished by it. Along with the extra accessibility and quality of life things, like support for different screen ratio, great Bnet easy to access with no need to forward ports, lan latency.

I think that, no automine / no MBS / 12 unit selection limit are not the reasons why BW is great. BW is great for a lot of reasons, one of them because it actually does have great controls, but they could be even better and use some smart updating

keeping in mind, when BW came out, the context was nobody was very good at RTS, nobody expected that playing BW very well would require such speed, and the other games were not at all comparable in quality of control as well



infinity selection of mutas! What a lovely feature, especially in ZvT!

MBS and >12 unit selection would just make the game completely different. It would not longer be a BW.

^^
originaly, mutas were not supposed to be able to clump in one spot and remain like this while attacking.. and nobody was doing that for a good bunch of years and the game was great
personally, I never really liked what the discovery of this "bug" did to the game I would vote for putting it out in all honesty


Modern Zerg vs Terran would be imbalanced without air unit stacking.
And it's not a bug. It is the rules of the game functioning as intended. The only thing not intended was how people would use the rules, just like they didn't know which build orders people would use.

Why is it not a bug?
Because Blizzard made it so that units attempt to stay in formation. They maintain their relative position to each other as they move around, if they are in the same control group. Test this out for yourself by positioning a few units in an X, and moving them around.

However, Blizzard realized that if units were too far away from each other, this behavior would be problematic, since units on the opposite sides of the map would remain there, even when told to move to the middle. To solve it, they made it so that units who are at a certain distance from each other, rather than maintaining formation, attempt to move to the exact spot that they were ordered to move to.

This can be used by selecting a unit that is far away from the rest of the control group, to cause air unit stacking.

It's not an error in the game. It's the programmed rules acting exactly as they were intended, just like mineral walking on to enemies is a clever way to use the behavior of workers on their way to mine.


Oh god. Yes you can argue it's a clever use of game mechanics, but its not like the game was designed around such mechanics being used. It was something that looks funky and was unintended, but they kept it in the game because of your first point, it became important for game balance.


Irrelevant.
My argument is that it's not a bug.
A bug is unintended behavior. A unit moving through walls is a bug. A unit being way too strong and therefore being abused is not a bug. The things I mention, and the things that people bring up as "bugs"; are behaviors that function exactly as intended.

Units clumping up like that is completely unintentional and not designed to be used that way. Just because it follows the programmed rules, doesn't mean it's not a bug. Programming oversights to how something is "supposed" to be designed on how a variety of gameplay mechanics interact with eachother are bugs.


The definition of a logical error, for which "bug" is slang, is unintended behavior - not unforeseen tactical application.
If you want to call this an error, then you may call it a design error. But that's all it is. It is not a programming error.

Air units (and ground units) attempt to move to the exact same position when they are far away from each other. This was intentional. So obviously, if you keep a unit far away by trapping it, or because it's simply a very slow unit, then this behavior continues, since the units never get close to each other.

It is no more of a bug than mineral walking in battle is. Both unit movement and the ability for mining workers to travel through other units were ad hoc solutions which gave rise to side effects not in behavior, but in tactical application.

A unit walking through a wall is an example of an error.
The ability to jump off walls combined with the ability to move in the air would allow a player to jump on walls indefinitely, which may be unforeseen by the programmers, but it's still not a bug, since every part of the program functions as intended.

It is simply players using the tools that they were given (tools which function and behave as intended) in unforeseen ways.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
ProMeTheus112
Profile Joined December 2009
France2027 Posts
February 27 2016 00:52 GMT
#120
well the correct word is maybe "exploit"
cncbmb
Profile Joined August 2009
238 Posts
Last Edited: 2016-02-27 19:05:54
February 27 2016 18:29 GMT
#121
Melee BW AoE2
I feel like these games are like rites of passage for males born in certain generations - like almost everyone within a certain age range has played these and there's that nostalgia factor that gives them that magical feeling.

When blizzard chose not to keep the same voice actor for Kerrigan for sc2/swapped it for some pretty blonde I had a bad feeling that they wouldn't be able to capture that same feeling I got playing the BW campaign. Wish they had just done another expansion / same engine for BW and Wc3

Melee > Smash4
BW > SC2
AoE2 > AoE3
ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2016-02-27 18:34:59
February 27 2016 18:33 GMT
#122
On February 28 2016 03:29 cncbmb wrote:
Alright that fourth game I mentioned was a troll joke but I feel it is somewhat true regardless but I think alot of people think the same way

Melee > Brawl
BW > SC2
AoE2 > AoE3

haha definitely^^
edit: haha i don't wanna know
duke91
Profile Joined April 2014
Germany1458 Posts
February 27 2016 18:41 GMT
#123
On February 27 2016 07:08 Jealous wrote:
Show nested quote +
On February 26 2016 09:20 ProMeTheus112 wrote:
On February 26 2016 08:27 f10eqq wrote:
On February 24 2016 09:11 ProMeTheus112 wrote:
On February 24 2016 08:31 Zera wrote:
On February 24 2016 05:14 ProMeTheus112 wrote:+ Show Spoiler +

That's why, in my opinion, if we would like BW to regain more casual/crowded/mainstream interest with a modern update, I feel like it would be better if the existing BW community is ok with some simple changes in the interface or control. Automine and MBS in particular, imo that would just be good to implement in an update/rerelease. Seriously, as a B~ level player I don't mind very much not having automine or MBS, it doesn't hinder me a lot, though I think it happens to anyone to forget and have some 4-5 probes waiting at nexus or something, and of course it affects everyone to have a harder mechanic to produce units / save buildings in control groups. But I'm pretty sure I would actually feel pretty good with such changes and feel like they improve quality of life for me as a player, and especially, for more casual or slower players or people who used to play long time ago, that's kinda hellish not having automine or MBS, especially when they want to start competing a bit with the better players, and if they compare with other games that have been released in the past 15 years. It doesn't feel particularly fair or rather, particularly smart. It's kinda outdated. 12 unit selection in my view must be super controversial cause it would be a huge change... but in my opinion it's also something that would be good to discuss/modify. Allow people to box as many units, or maybe just a higher limit. Because it slows you down a lot, it requires a lot more speed for not a lot of good reason. You want any decision that you make to be reduced to just as many actions as it needs, the control tools more efficient, without simplifying the mechanics of the game itself, the depth of unit movement and combat, the management of details in countless different possibilities. I've said it before, I think the only true/main advantage to 12 unit selection is the wireframe interface @the bottom which is great and I don't think it's good to lose that. But something could be done to keep the wireframes while still allowing to select more units. In my opinion, these few things are the most important to appeal to new players or more casual players or returning players again in higher numbers and not get them tired of the game, dismissing it as a click fest out of exhaustion and being too punished by it. Along with the extra accessibility and quality of life things, like support for different screen ratio, great Bnet easy to access with no need to forward ports, lan latency.

I think that, no automine / no MBS / 12 unit selection limit are not the reasons why BW is great. BW is great for a lot of reasons, one of them because it actually does have great controls, but they could be even better and use some smart updating

keeping in mind, when BW came out, the context was nobody was very good at RTS, nobody expected that playing BW very well would require such speed, and the other games were not at all comparable in quality of control as well



infinity selection of mutas! What a lovely feature, especially in ZvT!

MBS and >12 unit selection would just make the game completely different. It would not longer be a BW.

^^
originaly, mutas were not supposed to be able to clump in one spot and remain like this while attacking.. and nobody was doing that for a good bunch of years and the game was great
personally, I never really liked what the discovery of this "bug" did to the game I would vote for putting it out in all honesty


Wasn't JulyZerg stacking mutas by spam clicking them on minerals before the stack bug was discovered though?

I don't know, but I thought, if you do something like that, you can only keep mutas stacked if you keep them moving forward and far away or something, they unstack pretty fast if you don't have a far-unit in select group no? I think before the stack bug, people were attacking with stacked mutas only by flying-by forward and couldn't do back & forth stacked attack, or smtg like that. Not sure, I never do this.

I'm not certain as to the veracity of the statement either, but I do know that JulyZerg didn't invent stacking. He just showcased its potential in progaming first, against Hwasin.

Stacking Mutas on minerals is valid if you stack them often, as in you stack, attack an SCV, stack, attack, etc. However, in my personal opinion, I find it unlikely that it was done this way at any point before this game, because this is the game that changed modern Zerg play:

https://www.youtube.com/watch?v=XESrk5z6iAc

If there is a counter-example, please provide BTW f10eqq, I've been asking if you want to be in the line-up for ASL in Skype chat but you haven't said anything ): We're in the finals now, would be nice to hear from you!


shark[gm] invented stacking, as well as the larva trick
( ͡° ͜ʖ ͡°)STYLE START SBENU( ͡° ͜ʖ ͡°)
Incognoto
Profile Blog Joined May 2010
France10239 Posts
February 27 2016 20:24 GMT
#124
On February 26 2016 08:06 blade55555 wrote:
Show nested quote +
On February 26 2016 07:14 Charoisaur wrote:
On February 25 2016 14:23 Disregard wrote:
There is difference in why AOE2 maintains it's status, AOE3 had horrid balance issues and AOE2HD has technical problems. These games don't have the same support and dedicated development teams like SC2 does. The former has a community of which has surpassed the abilities of the original developers to put out content and updates, thus remains why AOE2 will forever be the best of the series.

I have no idea of the current status of SC2 as I had never developed interest it in, although I did follow the AOE2 scene quite heavily till last year.

And also the AOE2 scene does not have the same dedicated pro-scene like SC2 or other e-sports games. Majority or if not all of the veteran players just play part-time, there are no true AOE2 teams that dedicate their full time in playing the game. Example many of the high-tier Chinese players have families or attend school.


which balance issues did AOE3 have?


I don't know if this ever got patched, but Japan with the Agri spam was OP. Some civs just were straight up at a disadvantage.

I don't know if this was ever patched (it's been so long since aoe3), I remember when Uhlan's were broken, I think gendarmes are still broken (French late game cavalry if you can get to that point).

There were lots of balance issues throughout aoe3's life that I can remember.

Chinese Cannon spam, Russia late game (instant fortresses could be built that could pump out units instantly, you could literally have 1 Fortress and go from 50 supply to 200/200 in roughly 20 seconds, faster then that maybe). German instant gendarme spam (was a cavalry unit that did splash, ton of HP and just destroyed everything, I do remember this getting nerfed although it's still very strong).

India Elephant spam back in the day made me cry in my dreams.

I could go on with all the balance issues that popped up over the years, don't remember the game ever truly being balanced as every major tournament would always have 1 civ that dominated it and would be a mirror finals (will all the ones I remember, I remember dutch vs dutch final, Japan vs Japan).


AoE3 is fairly balanced today. Won't drag the thread off topic by saying more than that, but all of those issues which you mentioned have been fixed (except France late-game but that's never a problem in real games).
maru lover forever
Jealous
Profile Blog Joined December 2011
10120 Posts
March 01 2016 13:05 GMT
#125
On February 28 2016 03:41 duke91 wrote:
Show nested quote +
On February 27 2016 07:08 Jealous wrote:
On February 26 2016 09:20 ProMeTheus112 wrote:
On February 26 2016 08:27 f10eqq wrote:
On February 24 2016 09:11 ProMeTheus112 wrote:
On February 24 2016 08:31 Zera wrote:
On February 24 2016 05:14 ProMeTheus112 wrote:+ Show Spoiler +

That's why, in my opinion, if we would like BW to regain more casual/crowded/mainstream interest with a modern update, I feel like it would be better if the existing BW community is ok with some simple changes in the interface or control. Automine and MBS in particular, imo that would just be good to implement in an update/rerelease. Seriously, as a B~ level player I don't mind very much not having automine or MBS, it doesn't hinder me a lot, though I think it happens to anyone to forget and have some 4-5 probes waiting at nexus or something, and of course it affects everyone to have a harder mechanic to produce units / save buildings in control groups. But I'm pretty sure I would actually feel pretty good with such changes and feel like they improve quality of life for me as a player, and especially, for more casual or slower players or people who used to play long time ago, that's kinda hellish not having automine or MBS, especially when they want to start competing a bit with the better players, and if they compare with other games that have been released in the past 15 years. It doesn't feel particularly fair or rather, particularly smart. It's kinda outdated. 12 unit selection in my view must be super controversial cause it would be a huge change... but in my opinion it's also something that would be good to discuss/modify. Allow people to box as many units, or maybe just a higher limit. Because it slows you down a lot, it requires a lot more speed for not a lot of good reason. You want any decision that you make to be reduced to just as many actions as it needs, the control tools more efficient, without simplifying the mechanics of the game itself, the depth of unit movement and combat, the management of details in countless different possibilities. I've said it before, I think the only true/main advantage to 12 unit selection is the wireframe interface @the bottom which is great and I don't think it's good to lose that. But something could be done to keep the wireframes while still allowing to select more units. In my opinion, these few things are the most important to appeal to new players or more casual players or returning players again in higher numbers and not get them tired of the game, dismissing it as a click fest out of exhaustion and being too punished by it. Along with the extra accessibility and quality of life things, like support for different screen ratio, great Bnet easy to access with no need to forward ports, lan latency.

I think that, no automine / no MBS / 12 unit selection limit are not the reasons why BW is great. BW is great for a lot of reasons, one of them because it actually does have great controls, but they could be even better and use some smart updating

keeping in mind, when BW came out, the context was nobody was very good at RTS, nobody expected that playing BW very well would require such speed, and the other games were not at all comparable in quality of control as well



infinity selection of mutas! What a lovely feature, especially in ZvT!

MBS and >12 unit selection would just make the game completely different. It would not longer be a BW.

^^
originaly, mutas were not supposed to be able to clump in one spot and remain like this while attacking.. and nobody was doing that for a good bunch of years and the game was great
personally, I never really liked what the discovery of this "bug" did to the game I would vote for putting it out in all honesty


Wasn't JulyZerg stacking mutas by spam clicking them on minerals before the stack bug was discovered though?

I don't know, but I thought, if you do something like that, you can only keep mutas stacked if you keep them moving forward and far away or something, they unstack pretty fast if you don't have a far-unit in select group no? I think before the stack bug, people were attacking with stacked mutas only by flying-by forward and couldn't do back & forth stacked attack, or smtg like that. Not sure, I never do this.

I'm not certain as to the veracity of the statement either, but I do know that JulyZerg didn't invent stacking. He just showcased its potential in progaming first, against Hwasin.

Stacking Mutas on minerals is valid if you stack them often, as in you stack, attack an SCV, stack, attack, etc. However, in my personal opinion, I find it unlikely that it was done this way at any point before this game, because this is the game that changed modern Zerg play:

https://www.youtube.com/watch?v=XESrk5z6iAc

If there is a counter-example, please provide BTW f10eqq, I've been asking if you want to be in the line-up for ASL in Skype chat but you haven't said anything ): We're in the finals now, would be nice to hear from you!


shark[gm] invented stacking, as well as the larva trick

On February 28 2016 03:29 cncbmb wrote:
Melee BW AoE2
I feel like these games are like rites of passage for males born in certain generations - like almost everyone within a certain age range has played these and there's that nostalgia factor that gives them that magical feeling.

When blizzard chose not to keep the same voice actor for Kerrigan for sc2/swapped it for some pretty blonde I had a bad feeling that they wouldn't be able to capture that same feeling I got playing the BW campaign. Wish they had just done another expansion / same engine for BW and Wc3

Melee > Smash4
BW > SC2
AoE2 > AoE3

Both true.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
okum
Profile Blog Joined February 2009
France5778 Posts
March 01 2016 16:35 GMT
#126
On February 28 2016 03:29 cncbmb wrote:
When blizzard chose not to keep the same voice actor for Kerrigan for sc2/swapped it for some pretty blonde I had a bad feeling that they wouldn't be able to capture that same feeling I got playing the BW campaign. Wish they had just done another expansion / same engine for BW and Wc3

Don't forget Jim Raynor's anabolic injections. In SC1, he looks like a shaggy space cowboy, kind of resembling a plausible human being. In SC2, he looks like Hulk.
Flash fan before it was cool | Coiner of "jangbang"
cncbmb
Profile Joined August 2009
238 Posts
Last Edited: 2016-03-02 05:21:28
March 02 2016 05:20 GMT
#127
On March 02 2016 01:35 okum wrote:
Show nested quote +
On February 28 2016 03:29 cncbmb wrote:
When blizzard chose not to keep the same voice actor for Kerrigan for sc2/swapped it for some pretty blonde I had a bad feeling that they wouldn't be able to capture that same feeling I got playing the BW campaign. Wish they had just done another expansion / same engine for BW and Wc3

Don't forget Jim Raynor's anabolic injections. In SC1, he looks like a shaggy space cowboy, kind of resembling a plausible human being. In SC2, he looks like Hulk.


Agreed.

We had all wanted to know what happens to Raynor and Kerrigan.

Instead, we get a story about a roided up old Southern man (who is not nearly as relatable as the original Raynor) and a girl who says "I love you Jim"

Actually, they changed Zeratul's portrait so much too that I don't really see zeratul in his SC2 version. Is it my imagination or are the originals also better actors?
ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2016-03-02 09:18:21
March 02 2016 08:59 GMT
#128
I think in SC2, the writing of dialogues is very bad. It's tough for an actor to do a good job with bad writing.
Falling
Profile Blog Joined June 2009
Canada11348 Posts
Last Edited: 2016-03-02 09:35:32
March 02 2016 09:31 GMT
#129
When I asked about things like move shot, Patrick Wyatt referred to it as emergent behaviour, which I think is better than a 'bug', which sounds non-functional or debilitating. While not intentionally designed as such, they became features much the same way strafe-jumping in Quake developed. Some of the best stuff is discovered unexpectedly just due to odd quirks in the programming. (His personal favourite was the Eraser.)
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
ProMeTheus112
Profile Joined December 2009
France2027 Posts
March 02 2016 11:50 GMT
#130
I still can't believe the circle jump in Quake was not intended by the developpers o_o I mean is it a mechanic that was already in Q2 unintentionally, and then they re-added it in Q3? Same or different? It feels like such a great feature of the game because it's well balanced with all its aspects and actually adds a lot of depth I can't believe it's not intentional in Q3.
shin ken
Profile Blog Joined October 2009
Germany612 Posts
Last Edited: 2016-03-02 15:32:42
March 02 2016 14:59 GMT
#131
On March 02 2016 20:50 ProMeTheus112 wrote:
I still can't believe the circle jump in Quake was not intended by the developpers o_o I mean is it a mechanic that was already in Q2 unintentionally, and then they re-added it in Q3? Same or different? It feels like such a great feature of the game because it's well balanced with all its aspects and actually adds a lot of depth I can't believe it's not intentional in Q3.


Yes I think by the time of Q3A it was intentional (or intenionally not fixed). Most early first person shooters had similar "problems" even Descent (where you coudn't jump but move faster if you accelerate in all three directons at the same time and move "sideways-forward" in an awkward angle) but as late as '99 this could've been easily fixed as shown by Unreal Tournament. But it wasn't and fans loved it.

There some other examples like that. Canceling moves in Street Fighter 2 (yes it was a glitch at first!) was so popular that later Street Fighter iterations recreated it and balanced the whole game around it.

Others like wavedashing in Melee were deemed too "hardcore" by the developers for their target audience so they fixed it in Brawl and 4. Maybe it was the right business decision, as both sequels had massive sales but there's a reason Melee is still the most competitive Smash Bros. iteration.

Maybe Blizzard should have as well looked at their fans and recreated all or at least some of Broodwars quirks in SC2 as they obviously love them. But they looked at the competition which had those quirks sorted out even before BW. And being a business - who knows what was the right decision? Imagine SC2 having negative reviews for feeling/being massivly outdated which result in less sales. Maybe you have a a good new game for some happy BW fans (or not, because they still think BW is better) but a commercial flop.

I think Blizzard has seen the success of AoE2 HD despite being a heavily flawed rerelease and they would be dumb to not consider BW HD / TFT HD. There are some hints that they consider it from the job posting to the rumored TFT patch. And I think they know as well how BW with all it's quirks is seen as their holy grail.
A possible BW HD is aimed at returning players which played some BW back in the day, new players which want to explore what it's all about or being intrigued by the level of competition and current players looking for a more comfortable way to play the game.

So a part of the target audience would probably like MBS/automining/smartcasting (the new players). Maybe some returning players would like that as well, but I think most want the game mechanically like back in the day. You can compare it to the recent Pokemon Red/Blue rereleases: They left bugs which can easily corrupt your savegame in the games (missingno) because people remember exploiting those bugs and it's part of the nostalgia. And of course current players like the game as it is because otherwise they would have stopped playing a long time ago.

I think the optimal solution would be adding a "new mode" in which (new) players can have MBS etc. if they want to but make it completly optional so most serious matches won't utilize it.
But while being optimal, I think that's very utopic. Probably it's not even possible given the nature of BWs codebase. Even retouching the sprites is way above what Blizzard would do. Maybe they still have the 3D models on which the sprites are based on, but they'll look horrible if captured in high res because they're made for 640x480. I also woudn't have high hopes for a high resolution mode because Blizzard are no magicians. If no hack could have done this reliably in the last 15 years, and I'm certain this has been tried countless times, Blizzard can't do it either. They failed to update smaller stuff in other legacy games like Diablo 2 where they where unsuccessful to increase the stash size despite trying to increase it for a long time.

The best we could hope for is Bnet launcher integration, proper, maybe filtered upscaling either 4:3 or stretched, window mode, compatability with modern operating systems, updates to the netcode, maybe official custom server integration for iccup/fish and if they want to really up the ante some form of skill based matchmaking.
JeffKim
Profile Blog Joined November 2013
Korea (South)36 Posts
March 02 2016 15:56 GMT
#132
BW needs an HD remake and a large personality to push it.
Jealous
Profile Blog Joined December 2011
10120 Posts
Last Edited: 2016-03-03 07:05:46
March 03 2016 07:05 GMT
#133
ml MO
On March 02 2016 23:59 shin ken wrote:
Show nested quote +
On March 02 2016 20:50 ProMeTheus112 wrote:
I still can't believe the circle jump in Quake was not intended by the developpers o_o I mean is it a mechanic that was already in Q2 unintentionally, and then they re-added it in Q3? Same or different? It feels like such a great feature of the game because it's well balanced with all its aspects and actually adds a lot of depth I can't believe it's not intentional in Q3.


Yes I think by the time of Q3A it was intentional (or intenionally not fixed). Most early first person shooters had similar "problems" even Descent (where you coudn't jump but move faster if you accelerate in all three directons at the same time and move "sideways-forward" in an awkward angle) but as late as '99 this could've been easily fixed as shown by Unreal Tournament. But it wasn't and fans loved it.

There some other examples like that. Canceling moves in Street Fighter 2 (yes it was a glitch at first!) was so popular that later Street Fighter iterations recreated it and balanced the whole game around it.

Others like wavedashing in Melee were deemed too "hardcore" by the developers for their target audience so they fixed it in Brawl and 4. Maybe it was the right business decision, as both sequels had massive sales but there's a reason Melee is still the most competitive Smash Bros. iteration.

Maybe Blizzard should have as well looked at their fans and recreated all or at least some of Broodwars quirks in SC2 as they obviously love them. But they looked at the competition which had those quirks sorted out even before BW. And being a business - who knows what was the right decision? Imagine SC2 having negative reviews for feeling/being massivly outdated which result in less sales. Maybe you have a a good new game for some happy BW fans (or not, because they still think BW is better) but a commercial flop.

I think Blizzard has seen the success of AoE2 HD despite being a heavily flawed rerelease and they would be dumb to not consider BW HD / TFT HD. There are some hints that they consider it from the job posting to the rumored TFT patch. And I think they know as well how BW with all it's quirks is seen as their holy grail.
A possible BW HD is aimed at returning players which played some BW back in the day, new players which want to explore what it's all about or being intrigued by the level of competition and current players looking for a more comfortable way to play the game.

So a part of the target audience would probably like MBS/automining/smartcasting (the new players). Maybe some returning players would like that as well, but I think most want the game mechanically like back in the day. You can compare it to the recent Pokemon Red/Blue rereleases: They left bugs which can easily corrupt your savegame in the games (missingno) because people remember exploiting those bugs and it's part of the nostalgia. And of course current players like the game as it is because otherwise they would have stopped playing a long time ago.

I think the optimal solution would be adding a "new mode" in which (new) players can have MBS etc. if they want to but make it completly optional so most serious matches won't utilize it.
But while being optimal, I think that's very utopic. Probably it's not even possible given the nature of BWs codebase. Even retouching the sprites is way above what Blizzard would do. Maybe they still have the 3D models on which the sprites are based on, but they'll look horrible if captured in high res because they're made for 640x480. I also woudn't have high hopes for a high resolution mode because Blizzard are no magicians. If no hack could have done this reliably in the last 15 years, and I'm certain this has been tried countless times, Blizzard can't do it either. They failed to update smaller stuff in other legacy games like Diablo 2 where they where unsuccessful to increase the stash size despite trying to increase it for a long time.

The best we could hope for is Bnet launcher integration, proper, maybe filtered upscaling either 4:3 or stretched, window mode, compatability with modern operating systems, updates to the netcode, maybe official custom server integration for iccup/fish and if they want to really up the ante some form of skill based matchmaking.

Hands down smartest post I've seen in a long time, props.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2016-03-03 14:12:55
March 03 2016 13:41 GMT
#134
it's interesting that SF move cancels were originally an unintentional glitch in SF2 I didn't know that

I don't think it's necessarily hard to modify things in the game, depending on what it is. The easiest way to increase resolution in a 2D game is to increase field of vision, but then things can be too small. Blizz couldnt modify resolution or stash size in D2? That can't be difficult, and they've done both in the Median ultimative mod for D2. Did blizz say they were trying to increase stash size in D2 but failed???

Imo, for making a "HD" version of BW, the best course without reusing any 3D prerenders (not all sprites in BW are 3D prerenders are they?? doesn't look like it to me) would be just retouching them by hand, which to me seems like a OK amount of work for a re-release that players would pay for, and gives much better result than upscaling. The sprites are not very big so good pixel art should do the job for say double resolution max, and then just allow different screen ratios to stretch FOV a little? Interestingly, there could be some nice work done to make terrain look nicer, and maybe some new tilesets MBS or automine, if they wanted to implement something like that even just as options, I don't think that's very difficult at all, few days work or weeks at most?? Routines already exist in the game for these functionalities just have to bridge them to work with buildings and rally points.
shin ken
Profile Blog Joined October 2009
Germany612 Posts
Last Edited: 2016-03-03 16:09:41
March 03 2016 15:41 GMT
#135
On March 03 2016 22:41 ProMeTheus112 wrote:
it's interesting that SF move cancels were originally an unintentional glitch in SF2 I didn't know that

I don't think it's necessarily hard to modify things in the game, depending on what it is. The easiest way to increase resolution in a 2D game is to increase field of vision, but then things can be too small. Blizz couldnt modify resolution or stash size in D2? That can't be difficult, and they've done both in the Median ultimative mod for D2. Did blizz say they were trying to increase stash size in D2 but failed???

Imo, for making a "HD" version of BW, the best course without reusing any 3D prerenders (not all sprites in BW are 3D prerenders are they?? doesn't look like it to me) would be just retouching them by hand, which to me seems like a OK amount of work for a re-release that players would pay for, and gives much better result than upscaling. The sprites are not very big so good pixel art should do the job for say double resolution max, and then just allow different screen ratios to stretch FOV a little? Interestingly, there could be some nice work done to make terrain look nicer, and maybe some new tilesets MBS or automine, if they wanted to implement something like that even just as options, I don't think that's very difficult at all, few days work or weeks at most?? Routines already exist in the game for these functionalities just have to bridge them to work with buildings and rally points.


yes. they added an increased stash in the PTR but later removed it for the final release of patch 1.13.
http://www.diabloii.net/blog/comments/diablo-ii-patch-1-13-increased-stash-no-more

It all depents on the games source code how difficult it is to make something like big resolutions and gameplay changes. For example in the C&C Tiberian Sun and C&C Red Alert 2 engine that's really easy.

Starcrafts (Broodwars) code on the other hand is a complete nightmare if you believe the storys of (ex-) blizzard coders that worked on it. I don't think it would be easy at all. Like I said - if Blizzard could implement high resolutions etc. in a couple of weeks, some hackers would have already done it ages ago by reverse engineering it because there's high demand for such a thing. There were some attempts at this but mostly futile.

It's not like changing some parameters here and there would be enough. Part of the game logic and then some could be tied to the resolution and even if you fix that there could be all kinds of weird glitches (again) that may emerge over time which then could catalyse into bad stuff.
Also part of the reason MBS, unlimited army selection and automining isn't in the game isn't necessarily a design decision but also a limitation of the engine which is basically an advanced version of the Warcraft 2 engine from 1995 (a game originally made for DOS). If it wasn't possible back then, it would be even harder now to break these limits, because you have work your way through horrible spaghetti code made by dudes which left the company ages ago to achieve that.

They would probably have to rewrite entire sections of the game to a point were doing it with a new engine would be easier to achieve (this has been attempted as well, but abandoned with "Stargus"). But then they would change/delete all the little glitches fans love about Broodwar and have to artificially reimplement them. Just imagine to artificially rewrite the stupid pathing AI! That goes way beyond anyone could demand from a business like Blizzard which would rather use their (very expensive) programmers for other stuff like new games.
shin ken
Profile Blog Joined October 2009
Germany612 Posts
Last Edited: 2016-03-03 16:06:41
March 03 2016 16:05 GMT
#136
double post. sry
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