SC:R Launch Detected - Page 9
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B-royal
Belgium1330 Posts
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Little-Chimp
Canada948 Posts
On July 04 2017 14:43 Jealous wrote: Lol. So they implement measures to prevent current pro competitions. They make old school servers impractical for novel users. Put $15 on the ladder pricetag. And people are meant to swallow this. Kk Ya? 15 bucks is nothing for a revised brood war scene with a good matchmaking system and updated graphics. Blizz made a dumb move saying matchmaking would be implemented in 1.18, but no one is entitled to new features for free. | ||
207aicila
1237 Posts
On July 05 2017 01:47 Little-Chimp wrote: Blizz made a dumb move saying matchmaking would be implemented in 1.18, but no one is entitled to new features for free. Ultimately yeah this is what it comes down to... they should've announced it this way from the start and no one would have batted an eye. As it stands, some people are feeling like they've been bait and switched and with good reason. | ||
Velr
Switzerland10589 Posts
On July 05 2017 00:59 Grumbels wrote: I think WC3 could benefit from a remake where they change some of the mechanics and spells and such, which I would never find acceptable for BW. WC3 combat is predicated not on unit movement and finicky pathfinding mechanics, but on spells and abilities that can easily be tweaked used by a stable of heroes which can be easily expanded. I think DotA proves that such games benefit from constant mothering, because they operate on the principle of more = better, as opposed to BW which is more chess-like in having the minimum set of units to create compelling dynamics. Uhm... Pathing and stuff seems even more important in wc3, all the bodyblocks' surrounds.... Are you mad? | ||
eviltomahawk
United States11133 Posts
On July 05 2017 01:21 B-royal wrote: I am sorely missing observer tools when watching my own replays for analysis purposes. That could be an interesting compromise. More observer tools when watching replays but not when watching live games. It could be good for post-game analysis without tempting observers to use them in live games. | ||
PuroYO
Norway163 Posts
On June 30 2017 21:46 Jealous wrote: Then go play SC2 and don't shit up the thread? That's what I implied to opisska but it seems you're too dense for the message. User was temp banned for this post. Can someone explain why this is worthy of a ban? Unless everyone here are 12 years old I think people can handle being called dense without having to ban someone. | ||
Grumbels
Netherlands7028 Posts
On July 05 2017 01:02 The_Red_Viper wrote: Well i would like it to have these features simply because you theoretically could show these things when analyzing the game. In my ideal world that would happen after the game is already done, some sort of analysis desk. I like the argument in the interview: That's exactly the problem imo. WHen talking about observer mode before i oftentimes used a similar concept. Would anybody really want to see win% in different scenarious all the time? That would be even more information, but why then even watch the game? Watching the game should be entertainment, it gets less and less entertaining though the more information you have. Just like you don't wanna know immediately who the murderer is in the mystery novel, same concept. But as i said before, having all these tools for analysis would be great. Players who watch the game also want to learn how to play the game. At that point a lack of features is a negative. This exists for chess broadcasts: the computer engine evaluation of a position, which tells you with very high confidence who is winning, and what the best moves to play are. But a lot of people complain about this, and many commentators try to avoid abusing it, only occasionally mentioning (with some embarrassment) that according to the engine this or that move they overlooked is winning. The analogy doesn't hold completely though, because the chess engine also gives you move suggestions and this brings something to broadcasts because you can learn about interesting tactics possible in positions. And in Starcraft it's typically more obvious who is winning based on supply numbers and some general knowledge, while chess strategy and tactics are more obscure. It could be argued that the engine evaluation in chess serves to give full information, akin to removing the fog of war. It then creates suspense because you are wondering whether the players will find the solution. The tension created by the juxtaposition between the player's limited perspective and the viewer's omniscience has been noted as one of the main draws of BW broadcasts by Korean commentators. On July 05 2017 03:31 eviltomahawk wrote: That could be an interesting compromise. More observer tools when watching replays but not when watching live games. It could be good for post-game analysis without tempting observers to use them in live games. I think the basic issue here is that Blizzard has to develop tools only so that people can not use them when watching live games. And it is a slippery slope, because once the tools exist for replays Blizzard will be pressured to add them to live games too. On July 05 2017 03:20 Velr wrote: Uhm... Pathing and stuff seems even more important in wc3, all the bodyblocks' surrounds.... Are you mad? I don't think this is worth discussing, but pathfinding is way more important relatively to the feel of BW than it is for WC3. You literally only have to keep the ability to block units and otherwise you can use any arbitrary type of pathfinding for WC3, since you're controlling every unit individually anyway. Also, I'm of the opinion that WC3 is slightly too blocky and slow-paced and that it could benefit from an improved pathfinding (and assorted changes for unit stats) while not affecting the essence of the game. I don't think this is true for the transition from BW to SC2, where changing the unit movement was incredibly fundamental and necessitated throwing everything overboard. | ||
nikj
Canada669 Posts
On July 05 2017 15:32 PuroYO wrote: Can someone explain why this is worthy of a ban? Unless everyone here are 12 years old I think people can handle being called dense without having to ban someone. This question is best asked and answered in Website Feedback. | ||
blunderfulguy
United States1415 Posts
On July 05 2017 03:20 Velr wrote: Uhm... Pathing and stuff seems even more important in wc3, all the bodyblocks' surrounds.... Are you mad? Yeah I was about to write this, for another time/thread, though. | ||
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739
Bearded Elder29903 Posts
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TelecoM
United States10643 Posts
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DropBear
Australia4290 Posts
Would be cool if they had a whole bunch of kespa maps instead of their own lul | ||
NickHotS
United States105 Posts
On July 06 2017 15:56 739 wrote: So tommorow is 7th July and we get unit presentation according to starcraft.com ? Unit Spotlight: Protoss is now live! | ||
CobaltBlu
United States919 Posts
Seeing how drones can have the same kind of explosion sprite as firebats and siege tanks makes me believe that animation is a placeholder. I wish someone from Blizz would step in and clear that up. I'm interested to see the additional F7 effects in action. | ||
eviltomahawk
United States11133 Posts
On July 08 2017 06:04 CobaltBlu wrote: Seeing how drones can have the same kind of explosion sprite as firebats and siege tanks makes me believe that animation is a placeholder. I wish someone from Blizz would step in and clear that up. I'm interested to see the additional F7 effects in action. Drones had the same explosion sprite as firebats in classic BW as well. Siege tanks had a slightly different explosion, and I think they still arguably have a slightly different explosion in SC:R as well. Going back to the videos, siege tanks explode with a slightly longer animation that has more of a radiating orange tint. Small explosions, like SCVs, vultures, firebats, goliaths, and drones share a smaller explosion that is smokier. It seems that they're replacing the explosion sprites, but not making a greater variation of explosion sprites between units. | ||
ii.blitzkrieg
Canada1122 Posts
Drones don't explode in BW but if they are carrying minerals the mineral will explode | ||
CobaltBlu
United States919 Posts
On July 08 2017 06:26 eviltomahawk wrote: Drones had the same explosion sprite as firebats in classic BW as well. Siege tanks had a slightly different explosion, and I think they still arguably have a slightly different explosion in SC:R as well. Going back to the videos, siege tanks explode with a slightly longer animation that has more of a radiating orange tint. Small explosions, like SCVs, vultures, firebats, goliaths, and drones share a smaller explosion that is smokier. It seems that they're replacing the explosion sprites, but not making a greater variation of explosion sprites between units. I knew drones exploded when they had gas/minerals but I didn't know they had the same death animation as firebats. I just confirmed that myself. I guess I just don't like the way it looks so it stands out to me a lot ![]() | ||
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c3rberUs
Japan11285 Posts
Thanks for sharing! | ||
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GTR
51316 Posts
On July 08 2017 02:11 DropBear wrote: Does anyone know if Blizzard has indicated which multiplayer maps will ship with remastered? I would assume laddering will be on well known balanced maps like circuit breaker, fighting spirit etc Would be cool if they had a whole bunch of kespa maps instead of their own lul Come on, who doesn't want to ladder on maps like Ashrigo, Rivalry and Lost Temple? | ||
arb
Noobville17920 Posts
On July 08 2017 15:03 GTR wrote: Come on, who doesn't want to ladder on maps like Ashrigo, Rivalry and Lost Temple? Having played Lost Temple on Bnet a few times now i never realized just how awful of a map it actually was | ||
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