• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:19
CEST 00:19
KST 07:19
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
ZeroSpace Early Access is Now Live!10Weekly Cups (July 13-19): Terran & Protoss rise; Zerg falters2Balance hotfix patch 5.0.16b (July 16)77Reynor: GSL Loss Wasn't About Preparation Format16[IPSL] Spring 2026 Grand Finals - This Weekend!18
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) Weekly Cups (July 13-19): Terran & Protoss rise; Zerg falters How would you feel about frequent/monthly balance patches for SC2? Clem: "I don't have that much hope in Blizzard" [D] Wireframe Casting Removed
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event Master Swan Open (Global Bronze-Master 2) WardiTV Summer Cup 2026 GSL CK #5 Race War HomeStory Cup 29
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
Mutation # 535 Assembly of Vengeance The PondCast: SC2 News & Results Mutation # 534 Burning Evacuation Mutation # 533 Die Together
Brood War
General
BW General Discussion HORROR STARCRAFT MOVIE BGH Auto Balance -> http://bghmmr.eu/ How Famous was FlaSh before his Debut? screpdb: new Starcraft reporting tool
Tourneys
[Megathread] Daily Proleagues [IPSL] Spring 2026 Grand Finals - This Weekend! Escore Tournament - Season 3 Small VOD Thread 2.0
Strategy
Simple Questions, Simple Answers PvT advise for noobs Fighting Spirit mining rates Creating a full chart of Zerg builds
Other Games
General Games
ZeroSpace Early Access is Now Live! General RTS Discussion Thread Path of Exile ZeroSpace at Steam NextFest - Last free demo Nintendo Switch Thread
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread How to buy a book - shipping from Korea to Europe The Games Industry And ATVI UK Politics Mega-thread
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Series you have seen recently... Anime Discussion Thread Movie Discussion! [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion MLB/Baseball 2023 McBoner: A hockey love story
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
Hello guys!
LIN1s
Role of Gaming on Mental Hea…
TrAiDoS
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
An Exploration of th…
waywardstrategy
ramps on octagon
StaticNine
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7454 users

Next SC Patch: The Good, The Bad, The Worse - Page 9

Forum Index > BW General
Post a Reply
Prev 1 7 8 9 All
mca64Launcher_
Profile Joined June 2015
Poland629 Posts
April 16 2016 07:09 GMT
#161
trust me, blizzard would not makes any chnages to a ingame play.
Jealous
Profile Blog Joined December 2011
10352 Posts
Last Edited: 2016-04-16 07:55:24
April 16 2016 07:55 GMT
#162
On April 16 2016 16:03 Dazed_Spy wrote:
Were not talking about the same phenomenon, though. I started as a casual player when I was five, you started as a casual player as an adult (?) and moved onto a private ladder while it was still relatively thriving. Hes talking about bringing in some new demographic into an extremely old and ossified game, who would then also play on this private server. I dont want an influx of casual players because starcraft is not a game for casual players. It was a game for casual rts players over a decade ago, and even then, it had a very low retention rate. Like, even lower than any games retention rate, which are all already very low. Why would I want a bunch of new players to buy a game, fill up the strategy section with whining, get face rolled by me in D ranks, only to have 1-3 more people actually stick a round to the point where they can take a game off me? Broodwar revival is a fantasy.

No, we aren't, and that's okay. I first played when I was 9, so I understand what you mean. Making Brood War more accessible for everyone WILL bring in new players. New players join all the time. The activity issue is that older players leave at a faster rate, at least in the foreign scene.

Having a bunch of new players fill up the strategy section with whining and getting facerolled is just a filter for existence in this environment. Some people push through and become better. I agree with you that there are many "new" players who post in the Strategy section and then disappear a week later, but I've also witnessed the growth of many new players over the past few years because they truly loved the game. Making this game more universally available will increase the amount of players retained, if not the retention rate, simply due to mathematics. If there are 10 new players this month, only 1 of which sticks around for a year or more and improves, then increasing exposure and availability through a new patch would increase that number to 20 and 2, respectively. Brood War revival is what you make it to be. For me, having this game still around and all the active Korean leagues is "revival" enough.

How do you even bring in casual players in the first place if you dont make the game more accessible, in the ways that you and I dont want? Let alone keep them? If I could wave a magic wand and get new casual players maybe I'd do it, but within the context of reality, its always about making actual changes directed to making the game easy to play.


That question is a bit too broad and hypothetical for me to answer in definite terms, but I feel that exposure through various websites like Reddit, TeamLiquid, Battle.net, etc. helps. Keeping them is up to them, not us, but if the game becomes more available in new OS and players don't have to go through a multi-step process involving third party launchers in order to experience the game, there will be some that are kept. Making the game easy to play is out of the question for me, and I would not trade that for more players, so that point of discussion is one I'm not interested in pursuing.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
Miragee
Profile Joined December 2009
8688 Posts
April 16 2016 12:38 GMT
#163
On April 16 2016 12:27 [[Starlight]] wrote:
Show nested quote +
On April 15 2016 22:11 Miragee wrote:
On April 15 2016 18:00 [[Starlight]] wrote:
On April 15 2016 17:33 shin ken wrote:
On April 15 2016 17:22 [[Starlight]] wrote:
On April 15 2016 17:13 shin ken wrote:
So you think strafejumping in Quake should have been "fixed"? Or canceling in Street Fighter 2? Or wavedashing in Super Smash Bros. Melee? Or Muta stacking in Broodwar?

Sure, those sound a bit more awesome than "weird Dragoon pathing" but there's a reason why a lot of folks hate the clean unit pathing in SC2 and would happily have it interchanged with something artificially stupid. Because the result of perfect pathing are deathballs of units. Which change the whole game at the most fundamental level. I think it's the biggest difference between SC2 and BW and I, personally, do not prefer passive gameplay and deathball armys.

I think SC2's problems there are more due to unlimited unit selection plus some other game design choices that BW didn't make (fortunately).

For every 'cool' bug you can name, most anyone else can name 50 bugs that aren't 'cool', and in fact, suck.

And again, Blizzard has ALREADY SAID that they are right now, as we speak, working on bug fixes for SCBW.

So, go Bliz, squish dem bugs.


They don't said which bugs they would work on, but I can assure you they won't touch anything related to actual gameplay and balancing because they are not stupid and probably know what their audience want.

Which you are obviously not a part of, because you seem to want different, "nicer" and "cleaner" game than Brood War, which you should rather play, so you don't have all those pesky bugs to mess with. May I recommend Starcraft 2? Or the Starbow mod if you want it to be a bit more old school. Those are excellent!


BW is BW not because of bugs, but because of a long series of very good design decisions plus a whole lot of nitpicky balancing (a lot of it after release).


No, BW is not BW because of bugs. But some "bugs" or polishing issues are huge part of what makes BW special. After reading your constant "yeah, but giving one unit better pathing doesn't change the balance" I think you don't understand the fundamentals of the defenders advantage.

Why do you think there is next to no defenders advantage in SC2? Yes, also because of the high ground mechanic, but mostly because units move so perfect that you can just walk them through a choke like it doesn't matter. In SC2 units move through a choke like oil moves through a bottleneck.

I'm not saying that changing Dragoon AI might not be a good idea. I don't know. But you have to be really careful and test it because you can't argue that it might not have a huge impact on the balance, especially in PvT.

I'm more annoyed about things like goons getting stuck on ramps and freaking out... but better unit pathing would not eliminate defender's advantage.

Not only would defenders still have the high ground advantage, as you yourself note, attackers moving through a choke or ramp automatically put themselves at a disadvantage, good pathing or no. Because you bunch up when moving through a choke due to there being LESS SPACE, so area-of-effect attacks/spells and splash damage eat you up, plus you are in-effect flanking yourself, i.e. you are for a few seconds a long skinny line of units, not all of whom can engage at once, while the ones in front are getting torn up by defenders, who, if well-positioned, can engage all at once (concaves and such).

So again, better pathing would not eliminate defenders' advantage. I do agree with you that any changes/bug fixes should be well-tested, that's just being prudent.



I just gave an example where chokes almost don't matter because of pathing: SC2. Yes, they still matter a bit but not a lot like in BW. If you change that in BW, you can't have defenses that consist of 3 tanks, some turrets, scvs and a small choke. Protoss players wouldn't have to drop/recall anymore they could just run into it. That would be stupid and would take away the whole notion that there are battles all over the map in BW. Defenders advantage is the reason for why that happens in BW because you don't always need your whole army in position to stop a push. The defenders advantage in BW is based on 2 important factors: highground advantage and unit pathing.
You see what happened in SC2 and you say you don't like SC2. I personally don't like SC2 because there aren't battles all over the map all the time and I think it's not too far fetched to say it's one of your reasons as well.
_Animus_
Profile Joined February 2011
Bulgaria1064 Posts
Last Edited: 2016-04-16 14:05:23
April 16 2016 13:46 GMT
#164
On April 16 2016 21:38 Miragee wrote:
Show nested quote +
On April 16 2016 12:27 [[Starlight]] wrote:
On April 15 2016 22:11 Miragee wrote:
On April 15 2016 18:00 [[Starlight]] wrote:
On April 15 2016 17:33 shin ken wrote:
On April 15 2016 17:22 [[Starlight]] wrote:
On April 15 2016 17:13 shin ken wrote:
So you think strafejumping in Quake should have been "fixed"? Or canceling in Street Fighter 2? Or wavedashing in Super Smash Bros. Melee? Or Muta stacking in Broodwar?

Sure, those sound a bit more awesome than "weird Dragoon pathing" but there's a reason why a lot of folks hate the clean unit pathing in SC2 and would happily have it interchanged with something artificially stupid. Because the result of perfect pathing are deathballs of units. Which change the whole game at the most fundamental level. I think it's the biggest difference between SC2 and BW and I, personally, do not prefer passive gameplay and deathball armys.

I think SC2's problems there are more due to unlimited unit selection plus some other game design choices that BW didn't make (fortunately).

For every 'cool' bug you can name, most anyone else can name 50 bugs that aren't 'cool', and in fact, suck.

And again, Blizzard has ALREADY SAID that they are right now, as we speak, working on bug fixes for SCBW.

So, go Bliz, squish dem bugs.


They don't said which bugs they would work on, but I can assure you they won't touch anything related to actual gameplay and balancing because they are not stupid and probably know what their audience want.

Which you are obviously not a part of, because you seem to want different, "nicer" and "cleaner" game than Brood War, which you should rather play, so you don't have all those pesky bugs to mess with. May I recommend Starcraft 2? Or the Starbow mod if you want it to be a bit more old school. Those are excellent!


BW is BW not because of bugs, but because of a long series of very good design decisions plus a whole lot of nitpicky balancing (a lot of it after release).


No, BW is not BW because of bugs. But some "bugs" or polishing issues are huge part of what makes BW special. After reading your constant "yeah, but giving one unit better pathing doesn't change the balance" I think you don't understand the fundamentals of the defenders advantage.

Why do you think there is next to no defenders advantage in SC2? Yes, also because of the high ground mechanic, but mostly because units move so perfect that you can just walk them through a choke like it doesn't matter. In SC2 units move through a choke like oil moves through a bottleneck.

I'm not saying that changing Dragoon AI might not be a good idea. I don't know. But you have to be really careful and test it because you can't argue that it might not have a huge impact on the balance, especially in PvT.

I'm more annoyed about things like goons getting stuck on ramps and freaking out... but better unit pathing would not eliminate defender's advantage.

Not only would defenders still have the high ground advantage, as you yourself note, attackers moving through a choke or ramp automatically put themselves at a disadvantage, good pathing or no. Because you bunch up when moving through a choke due to there being LESS SPACE, so area-of-effect attacks/spells and splash damage eat you up, plus you are in-effect flanking yourself, i.e. you are for a few seconds a long skinny line of units, not all of whom can engage at once, while the ones in front are getting torn up by defenders, who, if well-positioned, can engage all at once (concaves and such).

So again, better pathing would not eliminate defenders' advantage. I do agree with you that any changes/bug fixes should be well-tested, that's just being prudent.



I just gave an example where chokes almost don't matter because of pathing: SC2. Yes, they still matter a bit but not a lot like in BW. If you change that in BW, you can't have defenses that consist of 3 tanks, some turrets, scvs and a small choke. Protoss players wouldn't have to drop/recall anymore they could just run into it. That would be stupid and would take away the whole notion that there are battles all over the map in BW. Defenders advantage is the reason for why that happens in BW because you don't always need your whole army in position to stop a push. The defenders advantage in BW is based on 2 important factors: highground advantage and unit pathing.
You see what happened in SC2 and you say you don't like SC2. I personally don't like SC2 because there aren't battles all over the map all the time and I think it's not too far fetched to say it's one of your reasons as well.

Goons pathing have nothing to do with defenders advantage, its always disadvantage. Simplest examples, when terran sieges up my natural i click my goons to move back, they start to move then 2-3 of them wonder around and gets killed in tank fire range, or when goons cannot go to the point where you want whitout runing around and suiciding in minefields. Having goons on highground shooting down other units can backfire too, as goons cant recognise when to stop and start fire when i put it on the edge of highground and we again get the same runaround, ive seen jangbi on stream lost a game having the highground advantage thanks to the goons ai disadvantage.

Jealous said about mindfullnes effort and attention needed in such situations, thats righ indeed, but wouldnt be better to make my macro produciton, or make drop at the same time, or lead another battle elsewhere while im struggling with my dragoons. Game would greatly benefit of some small enhancements, well be able to execute cleaner gameplay more multitasking, and a spectator can enjoy watching high level players push the game even further.
Luv ya BroodWar!
Dazed.
Profile Blog Joined March 2008
Canada3301 Posts
Last Edited: 2016-04-16 17:32:15
April 16 2016 16:46 GMT
#165
On April 16 2016 16:55 Jealous wrote:
Show nested quote +
On April 16 2016 16:03 Dazed_Spy wrote:
Were not talking about the same phenomenon, though. I started as a casual player when I was five, you started as a casual player as an adult (?) and moved onto a private ladder while it was still relatively thriving. Hes talking about bringing in some new demographic into an extremely old and ossified game, who would then also play on this private server. I dont want an influx of casual players because starcraft is not a game for casual players. It was a game for casual rts players over a decade ago, and even then, it had a very low retention rate. Like, even lower than any games retention rate, which are all already very low. Why would I want a bunch of new players to buy a game, fill up the strategy section with whining, get face rolled by me in D ranks, only to have 1-3 more people actually stick a round to the point where they can take a game off me? Broodwar revival is a fantasy.

No, we aren't, and that's okay. I first played when I was 9, so I understand what you mean. Making Brood War more accessible for everyone WILL bring in new players. New players join all the time. The activity issue is that older players leave at a faster rate, at least in the foreign scene.

Having a bunch of new players fill up the strategy section with whining and getting facerolled is just a filter for existence in this environment. Some people push through and become better. I agree with you that there are many "new" players who post in the Strategy section and then disappear a week later, but I've also witnessed the growth of many new players over the past few years because they truly loved the game. Making this game more universally available will increase the amount of players retained, if not the retention rate, simply due to mathematics. If there are 10 new players this month, only 1 of which sticks around for a year or more and improves, then increasing exposure and availability through a new patch would increase that number to 20 and 2, respectively. Brood War revival is what you make it to be. For me, having this game still around and all the active Korean leagues is "revival" enough.

Show nested quote +
How do you even bring in casual players in the first place if you dont make the game more accessible, in the ways that you and I dont want? Let alone keep them? If I could wave a magic wand and get new casual players maybe I'd do it, but within the context of reality, its always about making actual changes directed to making the game easy to play.


That question is a bit too broad and hypothetical for me to answer in definite terms, but I feel that exposure through various websites like Reddit, TeamLiquid, Battle.net, etc. helps. Keeping them is up to them, not us, but if the game becomes more available in new OS and players don't have to go through a multi-step process involving third party launchers in order to experience the game, there will be some that are kept. Making the game easy to play is out of the question for me, and I would not trade that for more players, so that point of discussion is one I'm not interested in pursuing.
I never meant to imply im against any patch that either makes broodwar more compatible, or is used as a pretext for some deal that might draw in new players. But I see no value in changing the game for casuals or in pretending that any hypothetical new population would add much value to my experience of the game. I've seen a few new people in the community as well, and yeah the population curve is always a net negative, but the amount of these new players that both stick around and become good enough that I get any enjoyment out of their existence within the community is vanishingly small. I have no particular interest in seeing new players join the community or not join, because the reality is, neither will have much of an impact on my experience. My experience will still be going through the boring process of grinding on iccup until I find the years-seasoned players like you, that can actually give me a game, while the community gradually dwindles. Even with a compatibility patch we will still see negative growth in a years~ time.

"for me, having this game still around and all the active Korean leagues is "revival" enough."
Alright, in that I think we agree completely.
On April 16 2016 22:46 _Animus_ wrote:
Show nested quote +
On April 16 2016 21:38 Miragee wrote:
On April 16 2016 12:27 [[Starlight]] wrote:
On April 15 2016 22:11 Miragee wrote:
On April 15 2016 18:00 [[Starlight]] wrote:
On April 15 2016 17:33 shin ken wrote:
On April 15 2016 17:22 [[Starlight]] wrote:
On April 15 2016 17:13 shin ken wrote:
So you think strafejumping in Quake should have been "fixed"? Or canceling in Street Fighter 2? Or wavedashing in Super Smash Bros. Melee? Or Muta stacking in Broodwar?

Sure, those sound a bit more awesome than "weird Dragoon pathing" but there's a reason why a lot of folks hate the clean unit pathing in SC2 and would happily have it interchanged with something artificially stupid. Because the result of perfect pathing are deathballs of units. Which change the whole game at the most fundamental level. I think it's the biggest difference between SC2 and BW and I, personally, do not prefer passive gameplay and deathball armys.

I think SC2's problems there are more due to unlimited unit selection plus some other game design choices that BW didn't make (fortunately).

For every 'cool' bug you can name, most anyone else can name 50 bugs that aren't 'cool', and in fact, suck.

And again, Blizzard has ALREADY SAID that they are right now, as we speak, working on bug fixes for SCBW.

So, go Bliz, squish dem bugs.


They don't said which bugs they would work on, but I can assure you they won't touch anything related to actual gameplay and balancing because they are not stupid and probably know what their audience want.

Which you are obviously not a part of, because you seem to want different, "nicer" and "cleaner" game than Brood War, which you should rather play, so you don't have all those pesky bugs to mess with. May I recommend Starcraft 2? Or the Starbow mod if you want it to be a bit more old school. Those are excellent!


BW is BW not because of bugs, but because of a long series of very good design decisions plus a whole lot of nitpicky balancing (a lot of it after release).


No, BW is not BW because of bugs. But some "bugs" or polishing issues are huge part of what makes BW special. After reading your constant "yeah, but giving one unit better pathing doesn't change the balance" I think you don't understand the fundamentals of the defenders advantage.

Why do you think there is next to no defenders advantage in SC2? Yes, also because of the high ground mechanic, but mostly because units move so perfect that you can just walk them through a choke like it doesn't matter. In SC2 units move through a choke like oil moves through a bottleneck.

I'm not saying that changing Dragoon AI might not be a good idea. I don't know. But you have to be really careful and test it because you can't argue that it might not have a huge impact on the balance, especially in PvT.

I'm more annoyed about things like goons getting stuck on ramps and freaking out... but better unit pathing would not eliminate defender's advantage.

Not only would defenders still have the high ground advantage, as you yourself note, attackers moving through a choke or ramp automatically put themselves at a disadvantage, good pathing or no. Because you bunch up when moving through a choke due to there being LESS SPACE, so area-of-effect attacks/spells and splash damage eat you up, plus you are in-effect flanking yourself, i.e. you are for a few seconds a long skinny line of units, not all of whom can engage at once, while the ones in front are getting torn up by defenders, who, if well-positioned, can engage all at once (concaves and such).

So again, better pathing would not eliminate defenders' advantage. I do agree with you that any changes/bug fixes should be well-tested, that's just being prudent.



I just gave an example where chokes almost don't matter because of pathing: SC2. Yes, they still matter a bit but not a lot like in BW. If you change that in BW, you can't have defenses that consist of 3 tanks, some turrets, scvs and a small choke. Protoss players wouldn't have to drop/recall anymore they could just run into it. That would be stupid and would take away the whole notion that there are battles all over the map in BW. Defenders advantage is the reason for why that happens in BW because you don't always need your whole army in position to stop a push. The defenders advantage in BW is based on 2 important factors: highground advantage and unit pathing.
You see what happened in SC2 and you say you don't like SC2. I personally don't like SC2 because there aren't battles all over the map all the time and I think it's not too far fetched to say it's one of your reasons as well.

Goons pathing have nothing to do with defenders advantage, its always disadvantage.
Uh...your point doesnt refute his. It can be true that goon pathing is always a net negative for the protoss player (mental stress and pragmatic ability to kill things) while also having an impact in favour of the defender. Goon pathing does amplify defenders advantage when goons try to run/attack up hill. Period. If you seriously think otherwise, I might suggest theres a reason your stuck on the lower end of iccup ranks.
Never say Die! ||| Fight you? No, I want to kill you.
Cele
Profile Blog Joined December 2008
Germany4016 Posts
Last Edited: 2016-04-17 02:36:32
April 17 2016 02:36 GMT
#166
On April 17 2016 01:46 Dazed_Spy wrote:
Show nested quote +
On April 16 2016 16:55 Jealous wrote:
On April 16 2016 16:03 Dazed_Spy wrote:
Were not talking about the same phenomenon, though. I started as a casual player when I was five, you started as a casual player as an adult (?) and moved onto a private ladder while it was still relatively thriving. Hes talking about bringing in some new demographic into an extremely old and ossified game, who would then also play on this private server. I dont want an influx of casual players because starcraft is not a game for casual players. It was a game for casual rts players over a decade ago, and even then, it had a very low retention rate. Like, even lower than any games retention rate, which are all already very low. Why would I want a bunch of new players to buy a game, fill up the strategy section with whining, get face rolled by me in D ranks, only to have 1-3 more people actually stick a round to the point where they can take a game off me? Broodwar revival is a fantasy.

No, we aren't, and that's okay. I first played when I was 9, so I understand what you mean. Making Brood War more accessible for everyone WILL bring in new players. New players join all the time. The activity issue is that older players leave at a faster rate, at least in the foreign scene.

Having a bunch of new players fill up the strategy section with whining and getting facerolled is just a filter for existence in this environment. Some people push through and become better. I agree with you that there are many "new" players who post in the Strategy section and then disappear a week later, but I've also witnessed the growth of many new players over the past few years because they truly loved the game. Making this game more universally available will increase the amount of players retained, if not the retention rate, simply due to mathematics. If there are 10 new players this month, only 1 of which sticks around for a year or more and improves, then increasing exposure and availability through a new patch would increase that number to 20 and 2, respectively. Brood War revival is what you make it to be. For me, having this game still around and all the active Korean leagues is "revival" enough.

How do you even bring in casual players in the first place if you dont make the game more accessible, in the ways that you and I dont want? Let alone keep them? If I could wave a magic wand and get new casual players maybe I'd do it, but within the context of reality, its always about making actual changes directed to making the game easy to play.


That question is a bit too broad and hypothetical for me to answer in definite terms, but I feel that exposure through various websites like Reddit, TeamLiquid, Battle.net, etc. helps. Keeping them is up to them, not us, but if the game becomes more available in new OS and players don't have to go through a multi-step process involving third party launchers in order to experience the game, there will be some that are kept. Making the game easy to play is out of the question for me, and I would not trade that for more players, so that point of discussion is one I'm not interested in pursuing.
I never meant to imply im against any patch that either makes broodwar more compatible, or is used as a pretext for some deal that might draw in new players. But I see no value in changing the game for casuals or in pretending that any hypothetical new population would add much value to my experience of the game. I've seen a few new people in the community as well, and yeah the population curve is always a net negative, but the amount of these new players that both stick around and become good enough that I get any enjoyment out of their existence within the community is vanishingly small. I have no particular interest in seeing new players join the community or not join, because the reality is, neither will have much of an impact on my experience. My experience will still be going through the boring process of grinding on iccup until I find the years-seasoned players like you, that can actually give me a game, while the community gradually dwindles. Even with a compatibility patch we will still see negative growth in a years~ time.

"for me, having this game still around and all the active Korean leagues is "revival" enough."
Alright, in that I think we agree completely.
Show nested quote +
On April 16 2016 22:46 _Animus_ wrote:
On April 16 2016 21:38 Miragee wrote:
On April 16 2016 12:27 [[Starlight]] wrote:
On April 15 2016 22:11 Miragee wrote:
On April 15 2016 18:00 [[Starlight]] wrote:
On April 15 2016 17:33 shin ken wrote:
On April 15 2016 17:22 [[Starlight]] wrote:
On April 15 2016 17:13 shin ken wrote:
So you think strafejumping in Quake should have been "fixed"? Or canceling in Street Fighter 2? Or wavedashing in Super Smash Bros. Melee? Or Muta stacking in Broodwar?

Sure, those sound a bit more awesome than "weird Dragoon pathing" but there's a reason why a lot of folks hate the clean unit pathing in SC2 and would happily have it interchanged with something artificially stupid. Because the result of perfect pathing are deathballs of units. Which change the whole game at the most fundamental level. I think it's the biggest difference between SC2 and BW and I, personally, do not prefer passive gameplay and deathball armys.

I think SC2's problems there are more due to unlimited unit selection plus some other game design choices that BW didn't make (fortunately).

For every 'cool' bug you can name, most anyone else can name 50 bugs that aren't 'cool', and in fact, suck.

And again, Blizzard has ALREADY SAID that they are right now, as we speak, working on bug fixes for SCBW.

So, go Bliz, squish dem bugs.


They don't said which bugs they would work on, but I can assure you they won't touch anything related to actual gameplay and balancing because they are not stupid and probably know what their audience want.

Which you are obviously not a part of, because you seem to want different, "nicer" and "cleaner" game than Brood War, which you should rather play, so you don't have all those pesky bugs to mess with. May I recommend Starcraft 2? Or the Starbow mod if you want it to be a bit more old school. Those are excellent!


BW is BW not because of bugs, but because of a long series of very good design decisions plus a whole lot of nitpicky balancing (a lot of it after release).


No, BW is not BW because of bugs. But some "bugs" or polishing issues are huge part of what makes BW special. After reading your constant "yeah, but giving one unit better pathing doesn't change the balance" I think you don't understand the fundamentals of the defenders advantage.

Why do you think there is next to no defenders advantage in SC2? Yes, also because of the high ground mechanic, but mostly because units move so perfect that you can just walk them through a choke like it doesn't matter. In SC2 units move through a choke like oil moves through a bottleneck.

I'm not saying that changing Dragoon AI might not be a good idea. I don't know. But you have to be really careful and test it because you can't argue that it might not have a huge impact on the balance, especially in PvT.

I'm more annoyed about things like goons getting stuck on ramps and freaking out... but better unit pathing would not eliminate defender's advantage.

Not only would defenders still have the high ground advantage, as you yourself note, attackers moving through a choke or ramp automatically put themselves at a disadvantage, good pathing or no. Because you bunch up when moving through a choke due to there being LESS SPACE, so area-of-effect attacks/spells and splash damage eat you up, plus you are in-effect flanking yourself, i.e. you are for a few seconds a long skinny line of units, not all of whom can engage at once, while the ones in front are getting torn up by defenders, who, if well-positioned, can engage all at once (concaves and such).

So again, better pathing would not eliminate defenders' advantage. I do agree with you that any changes/bug fixes should be well-tested, that's just being prudent.



I just gave an example where chokes almost don't matter because of pathing: SC2. Yes, they still matter a bit but not a lot like in BW. If you change that in BW, you can't have defenses that consist of 3 tanks, some turrets, scvs and a small choke. Protoss players wouldn't have to drop/recall anymore they could just run into it. That would be stupid and would take away the whole notion that there are battles all over the map in BW. Defenders advantage is the reason for why that happens in BW because you don't always need your whole army in position to stop a push. The defenders advantage in BW is based on 2 important factors: highground advantage and unit pathing.
You see what happened in SC2 and you say you don't like SC2. I personally don't like SC2 because there aren't battles all over the map all the time and I think it's not too far fetched to say it's one of your reasons as well.

Goons pathing have nothing to do with defenders advantage, its always disadvantage.
Uh...your point doesnt refute his. It can be true that goon pathing is always a net negative for the protoss player (mental stress and pragmatic ability to kill things) while also having an impact in favour of the defender. Goon pathing does amplify defenders advantage when goons try to run/attack up hill. Period. If you seriously think otherwise, I might suggest theres a reason your stuck on the lower end of iccup ranks.


nice post interesting thought on the matter. But the "if you don't agree, you suck" comment at the end was really not necessary, was it?
Broodwar for life!
L_Master
Profile Blog Joined April 2009
United States8017 Posts
April 17 2016 23:35 GMT
#167
On April 17 2016 11:36 Cele wrote:
Show nested quote +
On April 17 2016 01:46 Dazed_Spy wrote:
On April 16 2016 16:55 Jealous wrote:
On April 16 2016 16:03 Dazed_Spy wrote:
Were not talking about the same phenomenon, though. I started as a casual player when I was five, you started as a casual player as an adult (?) and moved onto a private ladder while it was still relatively thriving. Hes talking about bringing in some new demographic into an extremely old and ossified game, who would then also play on this private server. I dont want an influx of casual players because starcraft is not a game for casual players. It was a game for casual rts players over a decade ago, and even then, it had a very low retention rate. Like, even lower than any games retention rate, which are all already very low. Why would I want a bunch of new players to buy a game, fill up the strategy section with whining, get face rolled by me in D ranks, only to have 1-3 more people actually stick a round to the point where they can take a game off me? Broodwar revival is a fantasy.

No, we aren't, and that's okay. I first played when I was 9, so I understand what you mean. Making Brood War more accessible for everyone WILL bring in new players. New players join all the time. The activity issue is that older players leave at a faster rate, at least in the foreign scene.

Having a bunch of new players fill up the strategy section with whining and getting facerolled is just a filter for existence in this environment. Some people push through and become better. I agree with you that there are many "new" players who post in the Strategy section and then disappear a week later, but I've also witnessed the growth of many new players over the past few years because they truly loved the game. Making this game more universally available will increase the amount of players retained, if not the retention rate, simply due to mathematics. If there are 10 new players this month, only 1 of which sticks around for a year or more and improves, then increasing exposure and availability through a new patch would increase that number to 20 and 2, respectively. Brood War revival is what you make it to be. For me, having this game still around and all the active Korean leagues is "revival" enough.

How do you even bring in casual players in the first place if you dont make the game more accessible, in the ways that you and I dont want? Let alone keep them? If I could wave a magic wand and get new casual players maybe I'd do it, but within the context of reality, its always about making actual changes directed to making the game easy to play.


That question is a bit too broad and hypothetical for me to answer in definite terms, but I feel that exposure through various websites like Reddit, TeamLiquid, Battle.net, etc. helps. Keeping them is up to them, not us, but if the game becomes more available in new OS and players don't have to go through a multi-step process involving third party launchers in order to experience the game, there will be some that are kept. Making the game easy to play is out of the question for me, and I would not trade that for more players, so that point of discussion is one I'm not interested in pursuing.
I never meant to imply im against any patch that either makes broodwar more compatible, or is used as a pretext for some deal that might draw in new players. But I see no value in changing the game for casuals or in pretending that any hypothetical new population would add much value to my experience of the game. I've seen a few new people in the community as well, and yeah the population curve is always a net negative, but the amount of these new players that both stick around and become good enough that I get any enjoyment out of their existence within the community is vanishingly small. I have no particular interest in seeing new players join the community or not join, because the reality is, neither will have much of an impact on my experience. My experience will still be going through the boring process of grinding on iccup until I find the years-seasoned players like you, that can actually give me a game, while the community gradually dwindles. Even with a compatibility patch we will still see negative growth in a years~ time.

"for me, having this game still around and all the active Korean leagues is "revival" enough."
Alright, in that I think we agree completely.
On April 16 2016 22:46 _Animus_ wrote:
On April 16 2016 21:38 Miragee wrote:
On April 16 2016 12:27 [[Starlight]] wrote:
On April 15 2016 22:11 Miragee wrote:
On April 15 2016 18:00 [[Starlight]] wrote:
On April 15 2016 17:33 shin ken wrote:
On April 15 2016 17:22 [[Starlight]] wrote:
On April 15 2016 17:13 shin ken wrote:
So you think strafejumping in Quake should have been "fixed"? Or canceling in Street Fighter 2? Or wavedashing in Super Smash Bros. Melee? Or Muta stacking in Broodwar?

Sure, those sound a bit more awesome than "weird Dragoon pathing" but there's a reason why a lot of folks hate the clean unit pathing in SC2 and would happily have it interchanged with something artificially stupid. Because the result of perfect pathing are deathballs of units. Which change the whole game at the most fundamental level. I think it's the biggest difference between SC2 and BW and I, personally, do not prefer passive gameplay and deathball armys.

I think SC2's problems there are more due to unlimited unit selection plus some other game design choices that BW didn't make (fortunately).

For every 'cool' bug you can name, most anyone else can name 50 bugs that aren't 'cool', and in fact, suck.

And again, Blizzard has ALREADY SAID that they are right now, as we speak, working on bug fixes for SCBW.

So, go Bliz, squish dem bugs.


They don't said which bugs they would work on, but I can assure you they won't touch anything related to actual gameplay and balancing because they are not stupid and probably know what their audience want.

Which you are obviously not a part of, because you seem to want different, "nicer" and "cleaner" game than Brood War, which you should rather play, so you don't have all those pesky bugs to mess with. May I recommend Starcraft 2? Or the Starbow mod if you want it to be a bit more old school. Those are excellent!


BW is BW not because of bugs, but because of a long series of very good design decisions plus a whole lot of nitpicky balancing (a lot of it after release).


No, BW is not BW because of bugs. But some "bugs" or polishing issues are huge part of what makes BW special. After reading your constant "yeah, but giving one unit better pathing doesn't change the balance" I think you don't understand the fundamentals of the defenders advantage.

Why do you think there is next to no defenders advantage in SC2? Yes, also because of the high ground mechanic, but mostly because units move so perfect that you can just walk them through a choke like it doesn't matter. In SC2 units move through a choke like oil moves through a bottleneck.

I'm not saying that changing Dragoon AI might not be a good idea. I don't know. But you have to be really careful and test it because you can't argue that it might not have a huge impact on the balance, especially in PvT.

I'm more annoyed about things like goons getting stuck on ramps and freaking out... but better unit pathing would not eliminate defender's advantage.

Not only would defenders still have the high ground advantage, as you yourself note, attackers moving through a choke or ramp automatically put themselves at a disadvantage, good pathing or no. Because you bunch up when moving through a choke due to there being LESS SPACE, so area-of-effect attacks/spells and splash damage eat you up, plus you are in-effect flanking yourself, i.e. you are for a few seconds a long skinny line of units, not all of whom can engage at once, while the ones in front are getting torn up by defenders, who, if well-positioned, can engage all at once (concaves and such).

So again, better pathing would not eliminate defenders' advantage. I do agree with you that any changes/bug fixes should be well-tested, that's just being prudent.



I just gave an example where chokes almost don't matter because of pathing: SC2. Yes, they still matter a bit but not a lot like in BW. If you change that in BW, you can't have defenses that consist of 3 tanks, some turrets, scvs and a small choke. Protoss players wouldn't have to drop/recall anymore they could just run into it. That would be stupid and would take away the whole notion that there are battles all over the map in BW. Defenders advantage is the reason for why that happens in BW because you don't always need your whole army in position to stop a push. The defenders advantage in BW is based on 2 important factors: highground advantage and unit pathing.
You see what happened in SC2 and you say you don't like SC2. I personally don't like SC2 because there aren't battles all over the map all the time and I think it's not too far fetched to say it's one of your reasons as well.

Goons pathing have nothing to do with defenders advantage, its always disadvantage.
Uh...your point doesnt refute his. It can be true that goon pathing is always a net negative for the protoss player (mental stress and pragmatic ability to kill things) while also having an impact in favour of the defender. Goon pathing does amplify defenders advantage when goons try to run/attack up hill. Period. If you seriously think otherwise, I might suggest theres a reason your stuck on the lower end of iccup ranks.


nice post interesting thought on the matter. But the "if you don't agree, you suck" comment at the end was really not necessary, was it?


It does come off almost as a little derogatory, but at the same time I can't really disagree. Goon pathing plays a significant role in many defenders advantage situations.
EffOrt and Soulkey Hwaiting!
TelecoM
Profile Blog Joined January 2010
United States10794 Posts
April 17 2016 23:39 GMT
#168
So when is it going to happen is the only thing I am curious about.
AKA: TelecoM[WHITE] Protoss fighting
_Animus_
Profile Joined February 2011
Bulgaria1064 Posts
Last Edited: 2016-04-19 06:36:17
April 19 2016 06:14 GMT
#169
On April 17 2016 01:46 Dazed_Spy wrote:
Show nested quote +
On April 16 2016 16:55 Jealous wrote:
On April 16 2016 16:03 Dazed_Spy wrote:
Were not talking about the same phenomenon, though. I started as a casual player when I was five, you started as a casual player as an adult (?) and moved onto a private ladder while it was still relatively thriving. Hes talking about bringing in some new demographic into an extremely old and ossified game, who would then also play on this private server. I dont want an influx of casual players because starcraft is not a game for casual players. It was a game for casual rts players over a decade ago, and even then, it had a very low retention rate. Like, even lower than any games retention rate, which are all already very low. Why would I want a bunch of new players to buy a game, fill up the strategy section with whining, get face rolled by me in D ranks, only to have 1-3 more people actually stick a round to the point where they can take a game off me? Broodwar revival is a fantasy.

No, we aren't, and that's okay. I first played when I was 9, so I understand what you mean. Making Brood War more accessible for everyone WILL bring in new players. New players join all the time. The activity issue is that older players leave at a faster rate, at least in the foreign scene.

Having a bunch of new players fill up the strategy section with whining and getting facerolled is just a filter for existence in this environment. Some people push through and become better. I agree with you that there are many "new" players who post in the Strategy section and then disappear a week later, but I've also witnessed the growth of many new players over the past few years because they truly loved the game. Making this game more universally available will increase the amount of players retained, if not the retention rate, simply due to mathematics. If there are 10 new players this month, only 1 of which sticks around for a year or more and improves, then increasing exposure and availability through a new patch would increase that number to 20 and 2, respectively. Brood War revival is what you make it to be. For me, having this game still around and all the active Korean leagues is "revival" enough.

How do you even bring in casual players in the first place if you dont make the game more accessible, in the ways that you and I dont want? Let alone keep them? If I could wave a magic wand and get new casual players maybe I'd do it, but within the context of reality, its always about making actual changes directed to making the game easy to play.


That question is a bit too broad and hypothetical for me to answer in definite terms, but I feel that exposure through various websites like Reddit, TeamLiquid, Battle.net, etc. helps. Keeping them is up to them, not us, but if the game becomes more available in new OS and players don't have to go through a multi-step process involving third party launchers in order to experience the game, there will be some that are kept. Making the game easy to play is out of the question for me, and I would not trade that for more players, so that point of discussion is one I'm not interested in pursuing.
I never meant to imply im against any patch that either makes broodwar more compatible, or is used as a pretext for some deal that might draw in new players. But I see no value in changing the game for casuals or in pretending that any hypothetical new population would add much value to my experience of the game. I've seen a few new people in the community as well, and yeah the population curve is always a net negative, but the amount of these new players that both stick around and become good enough that I get any enjoyment out of their existence within the community is vanishingly small. I have no particular interest in seeing new players join the community or not join, because the reality is, neither will have much of an impact on my experience. My experience will still be going through the boring process of grinding on iccup until I find the years-seasoned players like you, that can actually give me a game, while the community gradually dwindles. Even with a compatibility patch we will still see negative growth in a years~ time.

"for me, having this game still around and all the active Korean leagues is "revival" enough."
Alright, in that I think we agree completely.
Show nested quote +
On April 16 2016 22:46 _Animus_ wrote:
On April 16 2016 21:38 Miragee wrote:
On April 16 2016 12:27 [[Starlight]] wrote:
On April 15 2016 22:11 Miragee wrote:
On April 15 2016 18:00 [[Starlight]] wrote:
On April 15 2016 17:33 shin ken wrote:
On April 15 2016 17:22 [[Starlight]] wrote:
On April 15 2016 17:13 shin ken wrote:
So you think strafejumping in Quake should have been "fixed"? Or canceling in Street Fighter 2? Or wavedashing in Super Smash Bros. Melee? Or Muta stacking in Broodwar?

Sure, those sound a bit more awesome than "weird Dragoon pathing" but there's a reason why a lot of folks hate the clean unit pathing in SC2 and would happily have it interchanged with something artificially stupid. Because the result of perfect pathing are deathballs of units. Which change the whole game at the most fundamental level. I think it's the biggest difference between SC2 and BW and I, personally, do not prefer passive gameplay and deathball armys.

I think SC2's problems there are more due to unlimited unit selection plus some other game design choices that BW didn't make (fortunately).

For every 'cool' bug you can name, most anyone else can name 50 bugs that aren't 'cool', and in fact, suck.

And again, Blizzard has ALREADY SAID that they are right now, as we speak, working on bug fixes for SCBW.

So, go Bliz, squish dem bugs.


They don't said which bugs they would work on, but I can assure you they won't touch anything related to actual gameplay and balancing because they are not stupid and probably know what their audience want.

Which you are obviously not a part of, because you seem to want different, "nicer" and "cleaner" game than Brood War, which you should rather play, so you don't have all those pesky bugs to mess with. May I recommend Starcraft 2? Or the Starbow mod if you want it to be a bit more old school. Those are excellent!


BW is BW not because of bugs, but because of a long series of very good design decisions plus a whole lot of nitpicky balancing (a lot of it after release).


No, BW is not BW because of bugs. But some "bugs" or polishing issues are huge part of what makes BW special. After reading your constant "yeah, but giving one unit better pathing doesn't change the balance" I think you don't understand the fundamentals of the defenders advantage.

Why do you think there is next to no defenders advantage in SC2? Yes, also because of the high ground mechanic, but mostly because units move so perfect that you can just walk them through a choke like it doesn't matter. In SC2 units move through a choke like oil moves through a bottleneck.

I'm not saying that changing Dragoon AI might not be a good idea. I don't know. But you have to be really careful and test it because you can't argue that it might not have a huge impact on the balance, especially in PvT.

I'm more annoyed about things like goons getting stuck on ramps and freaking out... but better unit pathing would not eliminate defender's advantage.

Not only would defenders still have the high ground advantage, as you yourself note, attackers moving through a choke or ramp automatically put themselves at a disadvantage, good pathing or no. Because you bunch up when moving through a choke due to there being LESS SPACE, so area-of-effect attacks/spells and splash damage eat you up, plus you are in-effect flanking yourself, i.e. you are for a few seconds a long skinny line of units, not all of whom can engage at once, while the ones in front are getting torn up by defenders, who, if well-positioned, can engage all at once (concaves and such).

So again, better pathing would not eliminate defenders' advantage. I do agree with you that any changes/bug fixes should be well-tested, that's just being prudent.



I just gave an example where chokes almost don't matter because of pathing: SC2. Yes, they still matter a bit but not a lot like in BW. If you change that in BW, you can't have defenses that consist of 3 tanks, some turrets, scvs and a small choke. Protoss players wouldn't have to drop/recall anymore they could just run into it. That would be stupid and would take away the whole notion that there are battles all over the map in BW. Defenders advantage is the reason for why that happens in BW because you don't always need your whole army in position to stop a push. The defenders advantage in BW is based on 2 important factors: highground advantage and unit pathing.
You see what happened in SC2 and you say you don't like SC2. I personally don't like SC2 because there aren't battles all over the map all the time and I think it's not too far fetched to say it's one of your reasons as well.

Goons pathing have nothing to do with defenders advantage, its always disadvantage.
Uh...your point doesnt refute his. It can be true that goon pathing is always a net negative for the protoss player (mental stress and pragmatic ability to kill things) while also having an impact in favour of the defender. Goon pathing does amplify defenders advantage when goons try to run/attack up hill. Period. If you seriously think otherwise, I might suggest theres a reason your stuck on the lower end of iccup ranks.

LOL, i dont say when attacker is using goons there is no defenders advantage, i only say that goons are giving you defenders disadvantage too with simple examples did you not understand that? If you are concerned about my skill level i wouldnt find the term stuck appropriate. You can see my iccup profile that i hardly play this game for years with less than 10 1v1 games on iccup for a season. I can stuck if i try to reach high rank but i fail to, but im not. I play for fun when i have the time and passion. Besides that if remember correctly i beat you in a tournament some years ago again without practice.
If you care only for your own experience and u enjoy watching the sinking ship bw is becoming, i find that a bit selfish to be honest. I too enjoy bw but that doesnt mean i dont see room for improvement. Modern korean scene is far away from pros were - fact and i see possibilities that can improve it, because these player not gonna grow younger and get better you know.
Luv ya BroodWar!
Dazed.
Profile Blog Joined March 2008
Canada3301 Posts
April 19 2016 06:30 GMT
#170
On April 19 2016 15:14 _Animus_ wrote:
Show nested quote +
On April 17 2016 01:46 Dazed_Spy wrote:
On April 16 2016 16:55 Jealous wrote:
On April 16 2016 16:03 Dazed_Spy wrote:
Were not talking about the same phenomenon, though. I started as a casual player when I was five, you started as a casual player as an adult (?) and moved onto a private ladder while it was still relatively thriving. Hes talking about bringing in some new demographic into an extremely old and ossified game, who would then also play on this private server. I dont want an influx of casual players because starcraft is not a game for casual players. It was a game for casual rts players over a decade ago, and even then, it had a very low retention rate. Like, even lower than any games retention rate, which are all already very low. Why would I want a bunch of new players to buy a game, fill up the strategy section with whining, get face rolled by me in D ranks, only to have 1-3 more people actually stick a round to the point where they can take a game off me? Broodwar revival is a fantasy.

No, we aren't, and that's okay. I first played when I was 9, so I understand what you mean. Making Brood War more accessible for everyone WILL bring in new players. New players join all the time. The activity issue is that older players leave at a faster rate, at least in the foreign scene.

Having a bunch of new players fill up the strategy section with whining and getting facerolled is just a filter for existence in this environment. Some people push through and become better. I agree with you that there are many "new" players who post in the Strategy section and then disappear a week later, but I've also witnessed the growth of many new players over the past few years because they truly loved the game. Making this game more universally available will increase the amount of players retained, if not the retention rate, simply due to mathematics. If there are 10 new players this month, only 1 of which sticks around for a year or more and improves, then increasing exposure and availability through a new patch would increase that number to 20 and 2, respectively. Brood War revival is what you make it to be. For me, having this game still around and all the active Korean leagues is "revival" enough.

How do you even bring in casual players in the first place if you dont make the game more accessible, in the ways that you and I dont want? Let alone keep them? If I could wave a magic wand and get new casual players maybe I'd do it, but within the context of reality, its always about making actual changes directed to making the game easy to play.


That question is a bit too broad and hypothetical for me to answer in definite terms, but I feel that exposure through various websites like Reddit, TeamLiquid, Battle.net, etc. helps. Keeping them is up to them, not us, but if the game becomes more available in new OS and players don't have to go through a multi-step process involving third party launchers in order to experience the game, there will be some that are kept. Making the game easy to play is out of the question for me, and I would not trade that for more players, so that point of discussion is one I'm not interested in pursuing.
I never meant to imply im against any patch that either makes broodwar more compatible, or is used as a pretext for some deal that might draw in new players. But I see no value in changing the game for casuals or in pretending that any hypothetical new population would add much value to my experience of the game. I've seen a few new people in the community as well, and yeah the population curve is always a net negative, but the amount of these new players that both stick around and become good enough that I get any enjoyment out of their existence within the community is vanishingly small. I have no particular interest in seeing new players join the community or not join, because the reality is, neither will have much of an impact on my experience. My experience will still be going through the boring process of grinding on iccup until I find the years-seasoned players like you, that can actually give me a game, while the community gradually dwindles. Even with a compatibility patch we will still see negative growth in a years~ time.

"for me, having this game still around and all the active Korean leagues is "revival" enough."
Alright, in that I think we agree completely.
On April 16 2016 22:46 _Animus_ wrote:
On April 16 2016 21:38 Miragee wrote:
On April 16 2016 12:27 [[Starlight]] wrote:
On April 15 2016 22:11 Miragee wrote:
On April 15 2016 18:00 [[Starlight]] wrote:
On April 15 2016 17:33 shin ken wrote:
On April 15 2016 17:22 [[Starlight]] wrote:
On April 15 2016 17:13 shin ken wrote:
So you think strafejumping in Quake should have been "fixed"? Or canceling in Street Fighter 2? Or wavedashing in Super Smash Bros. Melee? Or Muta stacking in Broodwar?

Sure, those sound a bit more awesome than "weird Dragoon pathing" but there's a reason why a lot of folks hate the clean unit pathing in SC2 and would happily have it interchanged with something artificially stupid. Because the result of perfect pathing are deathballs of units. Which change the whole game at the most fundamental level. I think it's the biggest difference between SC2 and BW and I, personally, do not prefer passive gameplay and deathball armys.

I think SC2's problems there are more due to unlimited unit selection plus some other game design choices that BW didn't make (fortunately).

For every 'cool' bug you can name, most anyone else can name 50 bugs that aren't 'cool', and in fact, suck.

And again, Blizzard has ALREADY SAID that they are right now, as we speak, working on bug fixes for SCBW.

So, go Bliz, squish dem bugs.


They don't said which bugs they would work on, but I can assure you they won't touch anything related to actual gameplay and balancing because they are not stupid and probably know what their audience want.

Which you are obviously not a part of, because you seem to want different, "nicer" and "cleaner" game than Brood War, which you should rather play, so you don't have all those pesky bugs to mess with. May I recommend Starcraft 2? Or the Starbow mod if you want it to be a bit more old school. Those are excellent!


BW is BW not because of bugs, but because of a long series of very good design decisions plus a whole lot of nitpicky balancing (a lot of it after release).


No, BW is not BW because of bugs. But some "bugs" or polishing issues are huge part of what makes BW special. After reading your constant "yeah, but giving one unit better pathing doesn't change the balance" I think you don't understand the fundamentals of the defenders advantage.

Why do you think there is next to no defenders advantage in SC2? Yes, also because of the high ground mechanic, but mostly because units move so perfect that you can just walk them through a choke like it doesn't matter. In SC2 units move through a choke like oil moves through a bottleneck.

I'm not saying that changing Dragoon AI might not be a good idea. I don't know. But you have to be really careful and test it because you can't argue that it might not have a huge impact on the balance, especially in PvT.

I'm more annoyed about things like goons getting stuck on ramps and freaking out... but better unit pathing would not eliminate defender's advantage.

Not only would defenders still have the high ground advantage, as you yourself note, attackers moving through a choke or ramp automatically put themselves at a disadvantage, good pathing or no. Because you bunch up when moving through a choke due to there being LESS SPACE, so area-of-effect attacks/spells and splash damage eat you up, plus you are in-effect flanking yourself, i.e. you are for a few seconds a long skinny line of units, not all of whom can engage at once, while the ones in front are getting torn up by defenders, who, if well-positioned, can engage all at once (concaves and such).

So again, better pathing would not eliminate defenders' advantage. I do agree with you that any changes/bug fixes should be well-tested, that's just being prudent.



I just gave an example where chokes almost don't matter because of pathing: SC2. Yes, they still matter a bit but not a lot like in BW. If you change that in BW, you can't have defenses that consist of 3 tanks, some turrets, scvs and a small choke. Protoss players wouldn't have to drop/recall anymore they could just run into it. That would be stupid and would take away the whole notion that there are battles all over the map in BW. Defenders advantage is the reason for why that happens in BW because you don't always need your whole army in position to stop a push. The defenders advantage in BW is based on 2 important factors: highground advantage and unit pathing.
You see what happened in SC2 and you say you don't like SC2. I personally don't like SC2 because there aren't battles all over the map all the time and I think it's not too far fetched to say it's one of your reasons as well.

Goons pathing have nothing to do with defenders advantage, its always disadvantage.
Uh...your point doesnt refute his. It can be true that goon pathing is always a net negative for the protoss player (mental stress and pragmatic ability to kill things) while also having an impact in favour of the defender. Goon pathing does amplify defenders advantage when goons try to run/attack up hill. Period. If you seriously think otherwise, I might suggest theres a reason your stuck on the lower end of iccup ranks.

LOL, i dont say when attacker is using goons there is no defenders advantage, i only say that goons are giving you defenders disadvantage too with simple examples did you not understand that?
What you said was "Goons pathing have nothing to do with defenders advantage, its always disadvantage.". Not a synonymous statement with your later reinterpretation, to say the least " If you are concerned about my skill level." No one is concerned, trust me.
Never say Die! ||| Fight you? No, I want to kill you.
Kacas
Profile Joined July 2003
Brazil3143 Posts
April 20 2016 03:27 GMT
#171
i would like to see an official ranking and only one official server (to gather all players). Of course, fix the connection issues that the game have.
I Love Hyori Lee =* icq: 41760400 / msn: kayen_chn at hotm
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
Last Edited: 2016-04-20 06:00:53
April 20 2016 06:00 GMT
#172
On April 17 2016 11:36 Cele wrote:
Show nested quote +
On April 17 2016 01:46 Dazed_Spy wrote:
On April 16 2016 16:55 Jealous wrote:
On April 16 2016 16:03 Dazed_Spy wrote:
Were not talking about the same phenomenon, though. I started as a casual player when I was five, you started as a casual player as an adult (?) and moved onto a private ladder while it was still relatively thriving. Hes talking about bringing in some new demographic into an extremely old and ossified game, who would then also play on this private server. I dont want an influx of casual players because starcraft is not a game for casual players. It was a game for casual rts players over a decade ago, and even then, it had a very low retention rate. Like, even lower than any games retention rate, which are all already very low. Why would I want a bunch of new players to buy a game, fill up the strategy section with whining, get face rolled by me in D ranks, only to have 1-3 more people actually stick a round to the point where they can take a game off me? Broodwar revival is a fantasy.

No, we aren't, and that's okay. I first played when I was 9, so I understand what you mean. Making Brood War more accessible for everyone WILL bring in new players. New players join all the time. The activity issue is that older players leave at a faster rate, at least in the foreign scene.

Having a bunch of new players fill up the strategy section with whining and getting facerolled is just a filter for existence in this environment. Some people push through and become better. I agree with you that there are many "new" players who post in the Strategy section and then disappear a week later, but I've also witnessed the growth of many new players over the past few years because they truly loved the game. Making this game more universally available will increase the amount of players retained, if not the retention rate, simply due to mathematics. If there are 10 new players this month, only 1 of which sticks around for a year or more and improves, then increasing exposure and availability through a new patch would increase that number to 20 and 2, respectively. Brood War revival is what you make it to be. For me, having this game still around and all the active Korean leagues is "revival" enough.

How do you even bring in casual players in the first place if you dont make the game more accessible, in the ways that you and I dont want? Let alone keep them? If I could wave a magic wand and get new casual players maybe I'd do it, but within the context of reality, its always about making actual changes directed to making the game easy to play.


That question is a bit too broad and hypothetical for me to answer in definite terms, but I feel that exposure through various websites like Reddit, TeamLiquid, Battle.net, etc. helps. Keeping them is up to them, not us, but if the game becomes more available in new OS and players don't have to go through a multi-step process involving third party launchers in order to experience the game, there will be some that are kept. Making the game easy to play is out of the question for me, and I would not trade that for more players, so that point of discussion is one I'm not interested in pursuing.
I never meant to imply im against any patch that either makes broodwar more compatible, or is used as a pretext for some deal that might draw in new players. But I see no value in changing the game for casuals or in pretending that any hypothetical new population would add much value to my experience of the game. I've seen a few new people in the community as well, and yeah the population curve is always a net negative, but the amount of these new players that both stick around and become good enough that I get any enjoyment out of their existence within the community is vanishingly small. I have no particular interest in seeing new players join the community or not join, because the reality is, neither will have much of an impact on my experience. My experience will still be going through the boring process of grinding on iccup until I find the years-seasoned players like you, that can actually give me a game, while the community gradually dwindles. Even with a compatibility patch we will still see negative growth in a years~ time.

"for me, having this game still around and all the active Korean leagues is "revival" enough."
Alright, in that I think we agree completely.
On April 16 2016 22:46 _Animus_ wrote:
On April 16 2016 21:38 Miragee wrote:
On April 16 2016 12:27 [[Starlight]] wrote:
On April 15 2016 22:11 Miragee wrote:
On April 15 2016 18:00 [[Starlight]] wrote:
On April 15 2016 17:33 shin ken wrote:
On April 15 2016 17:22 [[Starlight]] wrote:
On April 15 2016 17:13 shin ken wrote:
So you think strafejumping in Quake should have been "fixed"? Or canceling in Street Fighter 2? Or wavedashing in Super Smash Bros. Melee? Or Muta stacking in Broodwar?

Sure, those sound a bit more awesome than "weird Dragoon pathing" but there's a reason why a lot of folks hate the clean unit pathing in SC2 and would happily have it interchanged with something artificially stupid. Because the result of perfect pathing are deathballs of units. Which change the whole game at the most fundamental level. I think it's the biggest difference between SC2 and BW and I, personally, do not prefer passive gameplay and deathball armys.

I think SC2's problems there are more due to unlimited unit selection plus some other game design choices that BW didn't make (fortunately).

For every 'cool' bug you can name, most anyone else can name 50 bugs that aren't 'cool', and in fact, suck.

And again, Blizzard has ALREADY SAID that they are right now, as we speak, working on bug fixes for SCBW.

So, go Bliz, squish dem bugs.


They don't said which bugs they would work on, but I can assure you they won't touch anything related to actual gameplay and balancing because they are not stupid and probably know what their audience want.

Which you are obviously not a part of, because you seem to want different, "nicer" and "cleaner" game than Brood War, which you should rather play, so you don't have all those pesky bugs to mess with. May I recommend Starcraft 2? Or the Starbow mod if you want it to be a bit more old school. Those are excellent!


BW is BW not because of bugs, but because of a long series of very good design decisions plus a whole lot of nitpicky balancing (a lot of it after release).


No, BW is not BW because of bugs. But some "bugs" or polishing issues are huge part of what makes BW special. After reading your constant "yeah, but giving one unit better pathing doesn't change the balance" I think you don't understand the fundamentals of the defenders advantage.

Why do you think there is next to no defenders advantage in SC2? Yes, also because of the high ground mechanic, but mostly because units move so perfect that you can just walk them through a choke like it doesn't matter. In SC2 units move through a choke like oil moves through a bottleneck.

I'm not saying that changing Dragoon AI might not be a good idea. I don't know. But you have to be really careful and test it because you can't argue that it might not have a huge impact on the balance, especially in PvT.

I'm more annoyed about things like goons getting stuck on ramps and freaking out... but better unit pathing would not eliminate defender's advantage.

Not only would defenders still have the high ground advantage, as you yourself note, attackers moving through a choke or ramp automatically put themselves at a disadvantage, good pathing or no. Because you bunch up when moving through a choke due to there being LESS SPACE, so area-of-effect attacks/spells and splash damage eat you up, plus you are in-effect flanking yourself, i.e. you are for a few seconds a long skinny line of units, not all of whom can engage at once, while the ones in front are getting torn up by defenders, who, if well-positioned, can engage all at once (concaves and such).

So again, better pathing would not eliminate defenders' advantage. I do agree with you that any changes/bug fixes should be well-tested, that's just being prudent.



I just gave an example where chokes almost don't matter because of pathing: SC2. Yes, they still matter a bit but not a lot like in BW. If you change that in BW, you can't have defenses that consist of 3 tanks, some turrets, scvs and a small choke. Protoss players wouldn't have to drop/recall anymore they could just run into it. That would be stupid and would take away the whole notion that there are battles all over the map in BW. Defenders advantage is the reason for why that happens in BW because you don't always need your whole army in position to stop a push. The defenders advantage in BW is based on 2 important factors: highground advantage and unit pathing.
You see what happened in SC2 and you say you don't like SC2. I personally don't like SC2 because there aren't battles all over the map all the time and I think it's not too far fetched to say it's one of your reasons as well.

Goons pathing have nothing to do with defenders advantage, its always disadvantage.
Uh...your point doesnt refute his. It can be true that goon pathing is always a net negative for the protoss player (mental stress and pragmatic ability to kill things) while also having an impact in favour of the defender. Goon pathing does amplify defenders advantage when goons try to run/attack up hill. Period. If you seriously think otherwise, I might suggest theres a reason your stuck on the lower end of iccup ranks.


nice post, interesting thought on the matter.

But the "if you don't agree, you suck" comment at the end was really not necessary, was it?

It wasn't.
User was warned for being hilarious
Prev 1 7 8 9 All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 42m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ViBE199
BRAT_OK 68
StarCraft: Brood War
Artosis 303
League of Legends
JimRising 302
Counter-Strike
summit1g3051
minikerr38
Super Smash Bros
hungrybox487
Other Games
tarik_tv5935
Grubby3025
shahzam550
UpATreeSC276
ToD142
Trikslyr32
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 18 non-featured ]
StarCraft 2
• Hupsaiya 76
• Adnapsc2 12
• Response 5
• Migwel
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• Pr0nogo 3
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• TFBlade866
Other Games
• imaqtpie1017
• Shiphtur302
• Scarra93
Upcoming Events
PiGosaur Cup
1h 42m
The PondCast
11h 42m
Kung Fu Cup
12h 42m
OSC
1d 1h
CrankTV Team League
1d 12h
Replay Cast
2 days
CrankTV Team League
2 days
Korean StarCraft League
3 days
Afreeca Starleague
3 days
RSL Revival
3 days
Serral vs SHIN
herO vs Solar
[ Show More ]
Online Event
3 days
Replay Cast
4 days
RSL Revival
4 days
Clem vs ByuN
Rogue vs Lambo
WardiTV Weekly
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Acropolis #4
HSC XXIX
Eternal Conflict S2 E3

Ongoing

CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
Proleague 2026-07-21
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026

Upcoming

Escore Tournament S3: W4
ASL S22 SEASON OPEN Day 2
Escore Tournament S3: W5
CSLAN 4
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
Light Tournament 2026
Eternal Conflict S2 Finale
ESL Pro League Season 24
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.