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United States32493 Posts
On June 30 2017 22:35 imre wrote: Observer improvements have been terrible for SC2 casting which is 90% made of reading on screen info. Glad they're not going on this track.
If you believe that's the truth, then blame the casters, not the UI
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On June 30 2017 21:34 iPlaY.NettleS wrote: Do all of those above screenshots have this F7 extra graphics effects mode on? I don't think so. According to the Arstechnica article, F7 wasn't working in the build they were trying at the summit.
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thanks for creating this super insightful article!
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The sunken colony on creep looks like a sticker, It looks like you imported it from paint over another image of a brood war background
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On July 01 2017 02:20 Waxangel wrote:Show nested quote +On June 30 2017 22:35 imre wrote: Observer improvements have been terrible for SC2 casting which is 90% made of reading on screen info. Glad they're not going on this track. If you believe that's the truth, then blame the casters, not the UI heh, but if you have the information available and the casters don't use it, all the viewers are gonna bitch that they aren't paying attention and can't see that CLEARLY there's a DARK TEMPLAR being made and WHY DON'T THE OBSERVERS SEE EVERYTHING it's RIGHT THERE ON THE UI etc etc etc ad nauseum
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United States32493 Posts
On July 01 2017 02:20 eviltomahawk wrote:Show nested quote +On June 30 2017 21:34 iPlaY.NettleS wrote: Do all of those above screenshots have this F7 extra graphics effects mode on? I don't think so. According to the Arstechnica article, F7 wasn't working in the build they were trying at the summit.
Hmmm I saw the actual guy tinkering with it, but he seemed to be a guy who was super in tune with technical details (and I'm not). maybe it just wasn't fully implemented in the way he knew it was intended t o be.
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On July 01 2017 03:02 Waxangel wrote:Show nested quote +On July 01 2017 02:20 eviltomahawk wrote:On June 30 2017 21:34 iPlaY.NettleS wrote: Do all of those above screenshots have this F7 extra graphics effects mode on? I don't think so. According to the Arstechnica article, F7 wasn't working in the build they were trying at the summit. Hmmm I saw the actual guy tinkering with it, but he seemed to be a guy who was super in tune with technical details (and I'm not). maybe it just wasn't fully implemented in the way he knew it was intended t o be. Seems like I was a little mistaken since I went back to the article, and it said that F7 was implemented but was also super buggy in the build. Makes sense that they wouldn't want to show that yet in the newly released media.
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Super excited that they're not copying SC2 observer mode. Keeping things hidden makes the games so much more exciting, to see at some points that even the casters are not sure who's ahead and analyze it in real-time, makes for some more interesting thinking as well. Whenever I tune in to SC2 and I see someone being ahead with 50-100 supply and the casters just say "look at the supply" all the time makes it super uninteresting.
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On July 01 2017 02:05 PntBttr wrote:Show nested quote +On July 01 2017 00:11 Tadah wrote: A MESSAGE TO THE BLIZZARD SC:R TEAM
So, to me - and I think a lot of others - the bad aspects of SC:R in terms of the graphics/artwork are:
- Archons: Too uniformly spherical with far too smooth edges. First off, it deviates fundamentally from the core design, which we were lead to believe that Blizzard would adhere to "Switching from SC:BW to SC:R should feel like having watched the former without glasses, and then putting them on". Secondly, it makes them look fat and quite honestly, goofy.
- Dragoon attacks: Seems as though the way the 'Phase disruptor" projectiles travel across the screen has been altered by having the speed be nearly constant as opposed to constantly accelerating. This is one of the many examples regarding elements of this game's design that you don't realize you care about until someone tampers with it.
A Dragoon attack should be akin to the cracking of a whip or the firing of a catapult. It just isn't visually satisfying otherwise. The impact of the projectiles as is (in SC:R currently) simply doesn't pack any punch.
- Death animations: The death animations all suffer from a serious and seemingly systematic flaw - they take too long. This is a problem for a number of reasons.
1) It clutters up the screen. This is mostly, if not exclusively, a consequence of this flaw as it relates to unit explosions (not so much other death animations). This problem leads to decreased visibility for the player and creates a lot of distracting "white noise" on screen for spectators.
2) Having prolonged death-animations - almost 'slow motion'-like when compared to SC:BW - lessens the positive audio/visual experience for players and viewers alike. In SC:BW unit deaths are "short and sweet", giving an immediate and high-intensity punch to the viewer's/player's senses - just the way it should be.
Also, please stick to your own stated design philosophy and simply focus on improving the graphics instead of reinventing the artwork. I'm specifically thinking of how the deaths of Zealots, Marines, Zerglings and Ultralisk have all been changed dramatically for the worse.
Not only is there less blood in the case of Zerglings and Ultralisks, but there is also a non-aestethic problem stemming from the way in which Marines perish, or more specifically the immediate aftereffects of them having died. Previously (in SC:BW) when a Marine had just died a ring of blood was created centered on the spot where it had stood which enabled viewers/players to visually estimate how many had been killed in a particular engagement.
In short, please refrain from being hijacked by your impulses to put your own stamp on the game's artwork and animations and simply stick to your initial goal of making SC:R a more high resolution version of SC:BW
THANKS. Oi vey somebody got told their opinion was important and really took it to heart.
Well why wouldn't it be important here If what I am saying is correct and If the things I pointed out matters? Both of which appears to be the case judging by the plethora of posts here and on Blizzard's forums echoing many of the concerns I outlined.
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On June 30 2017 21:35 -Archangel- wrote:Show nested quote +On June 30 2017 21:26 Jealous wrote:On June 30 2017 20:54 opisska wrote: Viper must be having an orgasm somewhere while reading all this nonsense about "creating the suspense"!
Anyway, the whole part about the observer mode is such an amazing description of what is currently wrong with almost all software - instead of letting the users (in this case the broadcasters) chose on their own from a variety of options, they are gonna not provide the options at all, because they know better and GOD FORBID there were some options that aren't commonly used or, even worse, the options were too many and "confusing", because everyone nowadays is a total idiot and can't handle more than three checkboxes per screen! There is so much shit like that across SC2, so I should be happy that the BW guys also get a taste of the brave new world.
I still don't understand what is the point of this whole thing when they aren't changing almost anything. We have known for a while that it wouldn't solve the reasons why I don't want to play BW and it apparently also is not going to address much of the reasons I don't want to watch it (apart from the terrible old graphics). I know that this is just your opinion, so it's difficult for me to say that you are outright wrong, because it is just your preference. But as a BW player/watcher, my opinion is that your opinion is dogshit. People complain about BW "elitists" showing up in their forums and saying shit like "I don't want to play and I don't want to watch it either rofl," but here we are. You are exactly the elitist nobody likes. He is not asking for observer tools to be forced to be always on. If they existed and if not having them is so superior then I am sure people will not be using them in major tournaments, right?
Not really. People do things that aren't to their benefit just because they can all the time. Drugs, unhealthy food, etc.
I watched a video about an experiment where people were given a button which shocked them when pressed. They pressed it, found out it shocked them, and when asked if they wanted to press the button again, of course they said no. Then the person was left to wait in a room, and the button was left with them. The majority of people pressed the button at least once while waiting, just out of boredom.
The point is, people don't act rationally much of the time, and it's actually irrational to expect that they will. If the options are offered, they will likely be used, even to the detriment of the overall viewer experience. The observer options in SC2 are a terrific and relevant example to this.
I'm not saying the options they choose to (or not to) implement will be the perfect choice. I'm just saying more isn't necessarily better.
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On July 01 2017 03:28 Freezard wrote: Super excited that they're not copying SC2 observer mode. Keeping things hidden makes the games so much more exciting, to see at some points that even the casters are not sure who's ahead and analyze it in real-time, makes for some more interesting thinking as well. Whenever I tune in to SC2 and I see someone being ahead with 50-100 supply and the casters just say "look at the supply" all the time makes it super uninteresting. I'm with you,watching BW has been super interesting for me,especially because of the absence of tools like production tab/supply.
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On June 30 2017 20:54 opisska wrote: Viper must be having an orgasm somewhere while reading all this nonsense about "creating the suspense"!
Anyway, the whole part about the observer mode is such an amazing description of what is currently wrong with almost all software - instead of letting the users (in this case the broadcasters) chose on their own from a variety of options, they are gonna not provide the options at all, because they know better and GOD FORBID there were some options that aren't commonly used or, even worse, the options were too many and "confusing", because everyone nowadays is a total idiot and can't handle more than three checkboxes per screen! There is so much shit like that across SC2, so I should be happy that the BW guys also get a taste of the brave new world.
I still don't understand what is the point of this whole thing when they aren't changing almost anything. We have known for a while that it wouldn't solve the reasons why I don't want to play BW and it apparently also is not going to address much of the reasons I don't want to watch it (apart from the terrible old graphics).
Haha you can not like it, but it's true that there is more suspense if you don't know everything. With that being said, i still would say that the features should be in the game, if you wanna use it or not that's another question. Well now it's possible to play broodwar on modern technology and it looks decent. That's the purpose i guess, also new features like matchmaking and profiles, etc. I am happy with it
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United States32493 Posts
the thing you will hate most about SC:R observing for the first three months is the observers abusing the infinite zoom in/out, because like the rest of us, they can't be disciplined with their great new toys.
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A couple questions for further refs or if you get to ask Blizzard later: Will we be able to make unlimited accounts? (like now) How about the clan system? (tags) Crosserver rankings (a la overwatch?) or one rank per server? Race based ranking? (one per race?) Will it be possible to play the campaign offline? (i assume it will)
Thx for this article!
Edit: 2 more questions: will there be tools for clan league/nation war support?
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disappointed on the lack of observer features, because it would be cool to see casts on the sc2 guys like soulkey and rain who have switched back play on the remastered version
BUT OTHERWISE SICK SCREENSHOTS
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On July 01 2017 04:24 Waxangel wrote: the thing you will hate most about SC:R observing for the first three months is the observers abusing the infinite zoom in/out, because like the rest of us, they can't be disciplined with their great new toys.
LOL. You're totally right. That's going to make for some frustrating moments when you're wanting to see one thing but the obs is busy having a zoom party :D
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On July 01 2017 00:11 Tadah wrote: A MESSAGE TO THE BLIZZARD SC:R TEAM
So, to me - and I think a lot of others - the bad aspects of SC:R in terms of the graphics/artwork are:
- Archons: Too uniformly spherical with far too smooth edges. First off, it deviates fundamentally from the core design, which we were lead to believe that Blizzard would adhere to "Switching from SC:BW to SC:R should feel like having watched the former without glasses, and then putting them on". Secondly, it makes them look fat and quite honestly, goofy.
- Dragoon attacks: Seems as though the way the 'Phase disruptor" projectiles travel across the screen has been altered by having the speed be nearly constant as opposed to constantly accelerating. This is one of the many examples regarding elements of this game's design that you don't realize you care about until someone tampers with it.
A Dragoon attack should be akin to the cracking of a whip or the firing of a catapult. It just isn't visually satisfying otherwise. The impact of the projectiles as is (in SC:R currently) simply doesn't pack any punch.
- Death animations: The death animations all suffer from a serious and seemingly systematic flaw - they take too long. This is a problem for a number of reasons.
1) It clutters up the screen. This is mostly, if not exclusively, a consequence of this flaw as it relates to unit explosions (not so much other death animations). This problem leads to decreased visibility for the player and creates a lot of distracting "white noise" on screen for spectators.
2) Having prolonged death-animations - almost 'slow motion'-like when compared to SC:BW - lessens the positive audio/visual experience for players and viewers alike. In SC:BW unit deaths are "short and sweet", giving an immediate and high-intensity punch to the viewer's/player's senses - just the way it should be.
Also, please stick to your own stated design philosophy and simply focus on improving the graphics instead of reinventing the artwork. I'm specifically thinking of how the deaths of Zealots, Marines, Zerglings and Ultralisks have all been changed dramatically for the worse.
Not only is there less blood in the case of Zerglings and Ultralisks, but there is also a non-aestethic problem stemming from the way in which Marines perish, or more specifically the immediate aftereffects of them having died. Previously (in SC:BW) when a Marine had just died a ring of blood was created centered on the spot where it had stood which enabled viewers/players to visually estimate how many had been killed in a particular engagement.
In short, please refrain from being hijacked by your impulses to put your own stamp on the game's artwork and animations and simply stick to your initial goal of making SC:R a more high resolution version of SC:BW
THANKS. pretty much in full agreement with this. When we first saw those gifs there were complaints (some from me) about how much they had changed from BW and earlier videos of SC:R. A lot of responses to that were along the lines of "why complain about a compressed gif? Who knows what it actually looks like!!!" Well now we see it loks pretty much like the gifs. I'm not a fan of how so many of the sprites are changed. The buildings and units themselves are looking pretty good, but the marine and zergling death splats, the tank explosions, the mutas popping all look different, have different silhouettes if you like. A unit dying is just as important to understanding what's happening as a live one is. Wish they weren't making all these changes
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On July 01 2017 03:28 Freezard wrote: Super excited that they're not copying SC2 observer mode. Keeping things hidden makes the games so much more exciting, to see at some points that even the casters are not sure who's ahead and analyze it in real-time, makes for some more interesting thinking as well. Whenever I tune in to SC2 and I see someone being ahead with 50-100 supply and the casters just say "look at the supply" all the time makes it super uninteresting. If I'm not mistaken, I think supply and resource counts are in the observer mode added in patch 1.18.
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On July 01 2017 06:04 MamiyaOtaru wrote:Show nested quote +On July 01 2017 00:11 Tadah wrote: A MESSAGE TO THE BLIZZARD SC:R TEAM
So, to me - and I think a lot of others - the bad aspects of SC:R in terms of the graphics/artwork are:
- Archons: Too uniformly spherical with far too smooth edges. First off, it deviates fundamentally from the core design, which we were lead to believe that Blizzard would adhere to "Switching from SC:BW to SC:R should feel like having watched the former without glasses, and then putting them on". Secondly, it makes them look fat and quite honestly, goofy.
- Dragoon attacks: Seems as though the way the 'Phase disruptor" projectiles travel across the screen has been altered by having the speed be nearly constant as opposed to constantly accelerating. This is one of the many examples regarding elements of this game's design that you don't realize you care about until someone tampers with it.
A Dragoon attack should be akin to the cracking of a whip or the firing of a catapult. It just isn't visually satisfying otherwise. The impact of the projectiles as is (in SC:R currently) simply doesn't pack any punch.
- Death animations: The death animations all suffer from a serious and seemingly systematic flaw - they take too long. This is a problem for a number of reasons.
1) It clutters up the screen. This is mostly, if not exclusively, a consequence of this flaw as it relates to unit explosions (not so much other death animations). This problem leads to decreased visibility for the player and creates a lot of distracting "white noise" on screen for spectators.
2) Having prolonged death-animations - almost 'slow motion'-like when compared to SC:BW - lessens the positive audio/visual experience for players and viewers alike. In SC:BW unit deaths are "short and sweet", giving an immediate and high-intensity punch to the viewer's/player's senses - just the way it should be.
Also, please stick to your own stated design philosophy and simply focus on improving the graphics instead of reinventing the artwork. I'm specifically thinking of how the deaths of Zealots, Marines, Zerglings and Ultralisks have all been changed dramatically for the worse.
Not only is there less blood in the case of Zerglings and Ultralisks, but there is also a non-aestethic problem stemming from the way in which Marines perish, or more specifically the immediate aftereffects of them having died. Previously (in SC:BW) when a Marine had just died a ring of blood was created centered on the spot where it had stood which enabled viewers/players to visually estimate how many had been killed in a particular engagement.
In short, please refrain from being hijacked by your impulses to put your own stamp on the game's artwork and animations and simply stick to your initial goal of making SC:R a more high resolution version of SC:BW
THANKS. pretty much in full agreement with this. When we first saw those gifs there were complaints (some from me) about how much they had changed from BW and earlier videos of SC:R. A lot of responses to that were along the lines of "why complain about a compressed gif? Who knows what it actually looks like!!!" Well now we see it loks pretty much like the gifs. I'm not a fan of how so many of the sprites are changed. The buildings and units themselves are looking pretty good, but the marine and zergling death splats, the tank explosions, the mutas popping all look different, have different silhouettes if you like. A unit dying is just as important to understanding what's happening as a live one is. Wish they weren't making all these changes
Yep. I agree as well. I also noted the valkryie vollies take up so much visual space, hard to see the muta count under them.
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"The chat looks more like SC2’s chat channels."
in what way? i hope this isn't the case
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