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SC:R - list of features to be added/fixed - Page 17

Forum Index > BW General
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HaN-
Profile Blog Joined June 2009
France1919 Posts
August 01 2018 18:54 GMT
#321
It would be nice to be able to check the profiles of our opponents from the History menu, and be able to message them / add friend them.
Calendaraka Foxhan
fazek42
Profile Blog Joined April 2011
Hungary438 Posts
August 01 2018 20:12 GMT
#322
Really annoying bug that's still there: minimap is cut off when playing on SD and with 5:4 aspect ratio.
EndingLife
Profile Blog Joined December 2002
United States1594 Posts
August 01 2018 21:23 GMT
#323
Anyone else notice a weird, random alert sound while playing?
I was playing last night with nothing else loaded on my PC and heard a weird alert sound. It was about twice as loud as my game sounds and only happened once.
Dazed.
Profile Blog Joined March 2008
Canada3301 Posts
August 02 2018 00:26 GMT
#324
When are preferences going to be saved? every fourth load in i have to fix all my settings.
Never say Die! ||| Fight you? No, I want to kill you.
YouControlBad
Profile Joined January 2012
Poland46 Posts
August 02 2018 06:26 GMT
#325
Ladder statistic panel : This thing is so useless, they give us the information how many minerals have we gathered in all games in total and that's some number like 108949842938, like wtf why would i need that, maybe change that to some usefull statistics like win ration on map , wins vs t/z/p on certain map. If u want to give us information like that end game box builsing constructed , resources gathered etc. at least do it for every game separetely so we can confront them.
Navane
Profile Blog Joined February 2007
Netherlands2748 Posts
August 02 2018 07:25 GMT
#326
All the bugs and wishes listed here have nothing to do with the core bw game, it's all about the battlenet. Old-man-navane refers to shieldbattery; it was the only solution with the right approach. Ditch battlenet entirely and make a modern experience around the core bw game.
Ake_Vader
Profile Joined October 2011
Sweden58 Posts
August 02 2018 07:56 GMT
#327
I reckon they should just make the profile rank borders be always on, what's the reason for making it toggleable and especially making the default being off?
quirinus
Profile Blog Joined May 2007
Croatia2489 Posts
Last Edited: 2018-08-09 09:51:17
August 02 2018 10:00 GMT
#328
- Minimap of non-square maps is missing the gray separator at the bottom, so the black from the map blends in with the black from the non-map part of the UI, making it hard to see where the edge is. This makes it hard/annoying to quickly and accurately send a unit somewhere near the edge, because you might click outside and not notice. It's also harder to move/click the minimap to where you need it to be. https://i.imgur.com/U1MGRoV.jpg

[image loading]
All candles lit within him, and there was purity. | First auto-promoted BW LP editor.
HaN-
Profile Blog Joined June 2009
France1919 Posts
August 06 2018 19:33 GMT
#329
Replay desync issues still going strong TT
Check this cast from Vincent4TV of BWCL - https://www.twitch.tv/videos/293857921
happened around 2h15 and 2h40
Calendaraka Foxhan
sM.Zik
Profile Joined June 2011
Canada2547 Posts
August 06 2018 21:32 GMT
#330
On August 02 2018 19:00 quirinus wrote:
- Minimap of non-square maps is missing the gray separator at the bottom, so the black from the map blends in with the black from the non-map part of the UI, making it hard to see where the edge is. This makes it hard/annoying to quickly and accurately move the minimap to where you need it to be. https://i.imgur.com/U1MGRoV.jpg

[image loading]


YES THIS! Lost a game on Heartbreak Ridge cause it took me forever to realize my drone never went to the bottom expo to take my 3rd. I was so confused lol.
Jaedong Fighting! | youtube.com/ZikGaming
Alpha-NP-
Profile Blog Joined September 2008
United States1242 Posts
August 07 2018 19:58 GMT
#331
Why don’t they try to improve the pathfinding?
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
August 07 2018 20:17 GMT
#332
On August 08 2018 04:58 Alpha-NP- wrote:
Why don’t they try to improve the pathfinding?

I hope this is meant as a joke...
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
JungleTerrain
Profile Joined January 2012
Chile799 Posts
August 07 2018 21:27 GMT
#333
On August 08 2018 04:58 Alpha-NP- wrote:
Why don’t they try to improve the pathfinding?


This would drastically change the game, so much so that it wouldn’t be BW anymore.
www.broodwarmaps.net
Highgamer
Profile Joined October 2015
1407 Posts
Last Edited: 2018-08-07 21:57:05
August 07 2018 21:54 GMT
#334
lul, nvm, sorry, substract me a post or wut
Alpha-NP-
Profile Blog Joined September 2008
United States1242 Posts
August 07 2018 22:53 GMT
#335
On August 08 2018 06:27 JungleTerrain wrote:
Show nested quote +
On August 08 2018 04:58 Alpha-NP- wrote:
Why don’t they try to improve the pathfinding?


This would drastically change the game, so much so that it wouldn’t be BW anymore.

Yeah I’ve heard that argument before and I’m not convinced. I mean units pathfinding so the units don’t get stuck on ramps or in weird routes of terrain. It would make old classic maps more playable.
Highgamer
Profile Joined October 2015
1407 Posts
Last Edited: 2018-08-07 23:23:44
August 07 2018 23:03 GMT
#336
It's hard to predict, but there'd definitelly be smaller balance issues that might result in bigger balance issues.

My guess would be that it would slithly alter innumerable little situations that all together shape the current balance of the game. It might not break the game completely in every matchup, but bend the game in favor of certain races in different matchups.

If for example this change cuts on certain travel-distances for scouting, rushes, pushes etc., it would make certain threats, around which balance circles in certain phases of a matchup, be more/less of a threat.

An easy example would be early pool builds. Of course, a good Zerg will already do anything to make the lings move as efficiently as possible, but if he/she (or any player of any caliber...) could just reliably squeeze out 3-4 more seconds with better pathing it would mean that the lings arrive before the rush can be scouted, the SCVs can be pulled, the bunker can be build, the maraine be brought into safety.

Now this might be overcome by map-design (but that'd be a lot of work and cause a lot of uncertainty for a while... in a game that currently, luckily, is being played professionally for money), and you could also think of other stuff like big lategame engagements in TvP. My guess would be that either Terran suffers immensely from this because Protoss can create possible flanks much faster because the units move in much orderly fashion, or it would make certain Terran timings much stronger because the whole tank-vulture-stuff can move through chokes or across the map quicker, or tanks/mines would be much stronger alltogether because Protoss' army will clump up due to "better pathing" (greetings to SC2. Tanks suck there though, but for other reasons).

edit: Thinking again about the last point, I think i read a thread somewhere + Show Spoiler +
guess i found something, not sure if it's the one: www.teamliquid.net
here at some time that had strong arguments against any "improvement" of BW pathing because that would give it exactly this "perfect", uniform, unrealistic look of unit-slobber flowing around the map like molecules, not like individual units, which makes all modern strategy games look the same. A dumb dragoon or a movement-blocked marine might be annoying at some points but changing the pathing would change the whole look/feel of the game.

edit2: maybe I got a little off the rails there as you mentioned specific things like stuck on ramp-bug (that happens like, every 10.000th game?) or "weird pathes", but I assumed the latter are linked to the way units move as a whole...
Highgamer
Profile Joined October 2015
1407 Posts
Last Edited: 2018-08-07 23:23:53
August 07 2018 23:08 GMT
#337
shit, doubled, not my day
Alpha-NP-
Profile Blog Joined September 2008
United States1242 Posts
Last Edited: 2018-08-09 02:02:58
August 09 2018 01:44 GMT
#338
Rethinking
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2018-08-10 13:38:43
August 09 2018 08:28 GMT
#339
On August 08 2018 04:58 Alpha-NP- wrote:
Why don’t they try to improve the pathfinding?

What do you actually mean by pathfinding? Region generation? The actual finding of the "shortest" path? Short and long range pathing (within region and across multiple regions)? Movement state handling? Collision handling ("bumper cars" mechanic)? Unit and terrain overlap handling? Magic boxes? Unit movement stats (speed, acceleration, turn rate)? Unit iscripts (guide unit behaviour)? There are many things that link together here. Some of it is actually pretty buggy, some would be very jarring to change. So what situation are you actually thinking about here?
quirinus
Profile Blog Joined May 2007
Croatia2489 Posts
Last Edited: 2018-08-09 09:54:20
August 09 2018 09:53 GMT
#340
On August 09 2018 17:28 Freakling wrote:
Show nested quote +
On August 08 2018 04:58 Alpha-NP- wrote:
Why don’t they try to improve the pathfinding?

What do you actually mean by pathfinding? Region generation? The actual finding of the "shortest" path? Short and long range pathfinding (within region and across multiple regions)? Movement state handling? Collision handling ("bumper cars" mecanic? Unit and terrain overlap handling? Magic boxes? Unit movement stats (speed, acceleration, turn rate)? Unit iscripts (guide unit behaviour)? There are many thinks that link together here. Some of is is actually pretty buggy, some would be very jarring to change. So what situation are you actually thinking about here?


Quality post.

People don't realize there are many pieces that make pathfinding what it is.

But I guess this is not the thread to discuss such things.
All candles lit within him, and there was purity. | First auto-promoted BW LP editor.
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