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Quality of life changes in BW that you will like ? - Page 3

Forum Index > BW General
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[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium7000 Posts
May 09 2026 15:33 GMT
#41
On May 10 2026 00:18 Soft_General_5023 wrote:
as an observer, real time/post match stats like sc2 has

We for sure trolled in the community about keeping this Obs stuff as clean as possible. Cuz Mcalauncher was already giving a lot of info about unit type count etc. ANd was something really cool to have.But i remember people saying like please leave Observer info as original as it is. Like ok i get it for Observers. But even for replays bro ? All that info is great for improvement.
mtcn77
Profile Joined September 2013
Turkey715 Posts
May 09 2026 15:34 GMT
#42
Let's not forget: we only care about this game because we worry about the inhabitants of Mar Sara and don't want to end up as those on Chau Sara.
Turrican
Vasoline73
Profile Blog Joined February 2008
United States8067 Posts
May 09 2026 17:07 GMT
#43
I think tankgirl is on point in regards to keeping the gameplay as close to original as possible. Most people who are requesting *gameplay* changes should focus on improving their abilities. Dealing with the limitations and the “cadence” is most of the fun…

That said there’s a difference between truly requesting change and just speculating about things that might be nice. For instance, I think making high ground a 33% miss chance instead of 50% would make the game more interesting… from a gameplay perspective and from an observer perspective. But should Blizzard actually do that? Probably not… it would effect the balance on maps like Knockout… and really on all maps!

Look at how much something as small as adding an in game timer effected the game… I think it is wise to be as prudent as possible. We are lucky that Blizzard isn’t intent on changing gameplay.

With all that said, someone in the thread brought up doodads and map tiles… THAT would be amazing. More tilesets, more customization for map features… IMO that doesn’t effect balance if done well. Genius idea.
Vasoline73
Profile Blog Joined February 2008
United States8067 Posts
Last Edited: 2026-05-09 17:17:40
May 09 2026 17:15 GMT
#44
My apologies for double post but an issue that philosophically hangs over my head is mineral boosting and mining rates…

It does not seem fair to have people on one side of the map mining more than people on the other side of the map… I would never want Blizzard to change the game (too much risk) but if we could *hypothetically* discuss changes, balancing mining rates would be nice.

Fixing horizontal vs vertical firing issues would also be an improvement IMO. Busting cannons or a bunker should be the same whether one is attacking north or east, etc….

I don’t think looking at those 2 issues effects balance at all. I’m even cool with keeping mineral boosting (which tbh is ridiculous) if mining from the left or right side of the map is made equal…

Anyway. Just IMO…
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium7000 Posts
May 09 2026 17:32 GMT
#45
On May 10 2026 02:07 Vasoline73 wrote:
I think tankgirl is on point in regards to keeping the gameplay as close to original as possible. Most people who are requesting *gameplay* changes should focus on improving their abilities. Dealing with the limitations and the “cadence” is most of the fun…

That said there’s a difference between truly requesting change and just speculating about things that might be nice. For instance, I think making high ground a 33% miss chance instead of 50% would make the game more interesting… from a gameplay perspective and from an observer perspective. But should Blizzard actually do that? Probably not… it would effect the balance on maps like Knockout… and really on all maps!

Look at how much something as small as adding an in game timer effected the game… I think it is wise to be as prudent as possible. We are lucky that Blizzard isn’t intent on changing gameplay.

With all that said, someone in the thread brought up doodads and map tiles… THAT would be amazing. More tilesets, more customization for map features… IMO that doesn’t effect balance if done well. Genius idea.

Refreshing the maps is something i have always advocate for but it didnt happen when there was a team for remastered so is super unrealistic to get new content when there is not even a team lol. But i have been always so jealous about the SC2 editor and how much you can bring to the maps.
WGT-Baal
Profile Blog Joined June 2008
France3496 Posts
Last Edited: 2026-05-09 17:41:51
May 09 2026 17:40 GMT
#46
On May 10 2026 02:32 [sc1f]eonzerg wrote:
Show nested quote +
On May 10 2026 02:07 Vasoline73 wrote:
I think tankgirl is on point in regards to keeping the gameplay as close to original as possible. Most people who are requesting *gameplay* changes should focus on improving their abilities. Dealing with the limitations and the “cadence” is most of the fun…

That said there’s a difference between truly requesting change and just speculating about things that might be nice. For instance, I think making high ground a 33% miss chance instead of 50% would make the game more interesting… from a gameplay perspective and from an observer perspective. But should Blizzard actually do that? Probably not… it would effect the balance on maps like Knockout… and really on all maps!

Look at how much something as small as adding an in game timer effected the game… I think it is wise to be as prudent as possible. We are lucky that Blizzard isn’t intent on changing gameplay.

With all that said, someone in the thread brought up doodads and map tiles… THAT would be amazing. More tilesets, more customization for map features… IMO that doesn’t effect balance if done well. Genius idea.

Refreshing the maps is something i have always advocate for but it didnt happen when there was a team for remastered so is super unrealistic to get new content when there is not even a team lol. But i have been always so jealous about the SC2 editor and how much you can bring to the maps.


Which is a shame because sc2 ladder maps are the most boring things in existence (and worse in 2v2, 3v3 etc) but the editor is so good.

A 2v2 ladder would rock scr, as was promised ^^
But probably needs netcode improvement
Horang2 fan
Vasoline73
Profile Blog Joined February 2008
United States8067 Posts
May 09 2026 17:57 GMT
#47
2v2 ladder would be amazing indeed. I think it would bring a lot (relative to BW) of new players to the game.
Poegim
Profile Joined February 2017
Poland293 Posts
May 09 2026 18:10 GMT
#48
Indeed, 2v2 ladder would be so good, shame on blizzard : (
[ RANKGIM.EU ] Aka: Poezja[T4], Zulu. [[ Probably second best player in the world. In honor of my best friend Moagim, he was a Kraken from the sea. Poegim ]]
quaristice
Profile Joined February 2021
130 Posts
Last Edited: 2026-05-09 19:47:24
May 09 2026 19:07 GMT
#49
allowing mappers to use tiles from any tileset instead of maps being just 1 tileset would go a long way i think
BisuDagger
Profile Blog Joined October 2009
Bisutopia19367 Posts
May 09 2026 22:52 GMT
#50
The carbot skin has helped my color blindness immensely, but an update to color in the minimap would still be useful.

Also, autorally workers to minerals at the start of the game. I want to be spoiled.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
BisuDagger
Profile Blog Joined October 2009
Bisutopia19367 Posts
May 09 2026 22:54 GMT
#51
On May 10 2026 04:07 quaristice wrote:
allowing mappers to use tiles from any tileset instead of maps being just 1 tileset would go a long way i think

This is a good idea.

Also, on the previous page, i would love being able to set the side that a unit pops out of a building.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Qikz
Profile Blog Joined November 2009
United Kingdom12041 Posts
May 09 2026 23:10 GMT
#52
Ability to pick your colour you play as on ladder (and the colour you want to see for the other player)

Ability to use the obs UI style in replays (I even asked the devs for this years ago, but the team was shuttered/everyone left before it ever got done)

Ability to delete accounts without losing the race points you gained under that profile, when you're not very good those are really hard to build up so losing it sucks, but also being stuck with a load of old tag accounts you can't really use anymore sucks.

Less seriously, remove Protoss and Zerg from the game so we can have a TvT wonderland.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
SCRVN
Profile Joined June 2024
227 Posts
May 09 2026 23:16 GMT
#53
^ I thought I am the only person in the Earth who wants to remove Zerg and Protoss.
starcraft remasteredvn | Other StarCraft Tournaments
Kraekkling
Profile Blog Joined June 2007
713 Posts
May 09 2026 23:24 GMT
#54
I'd like to see bw played with the ability to zoom out like in replays or obs
(*^^)(^*)
Crimson)S(hadow
Profile Blog Joined July 2007
Philippines721 Posts
Last Edited: 2026-05-10 03:16:14
May 10 2026 00:13 GMT
#55
On May 09 2026 23:40 [sc1f]eonzerg wrote:
Show nested quote +
On May 09 2026 22:48 Crimson)S(hadow wrote:
that's the first time i've heard of this rally point/right click issue, i don't seem to have an issue with it

is that related to hatcheries sometimes forgetting their rally points? i remember scan asking light about this issue as well (i think he said it wasn't an issue before remastered), sometimes buildings will just forget rally points and spawn units under the building, and you have to put the rally back to your choke

but generally, i say just leave the game the same as it always has been, but give us more map tilesets/terrains/doodads to work with, because maps is how we deal with balance

This has been an issue since the rally point was introduced to the right click. And that was way before remastered as i said in my first post. I imagine you dont really use hotkeys in your gateways/ barracks ?

I think it has something to do with input delay. So basically you are controlling units in your opponent main. you press a ctrl group to produce something. Lets say Gateway or Nexus. And then do you press your ctrl group back to the unit you are controlling. In that small switch of ctrl groups the rally point of the building is now in the place you are microing your units. So now all those units that are being produced are going to the enemy base by accident. Either just blizzard give us the option to remove rally point from the right click to a side button or make the rally point like in SC2 that is very visual and present all the time. I think WC3 rally point is also very visual compared to BroodWar.

I think if you press attention to any zerg progamer specifically you will notice how they redo rallypoints almost all the time.


i do use all cntrl groups 1-0 for protoss, zerg, and terran. i never have the issue of accidently rallying when macro/microing, but i do have the issue scan had when sometimes production buildings will randomly stop sending to the rally point (fairly rarely though)... maybe your mouse's input lag is significantly faster than your keyboard?
"It's the end of the BW era which i devoted everything to for 10 years. I tried playing sc2, but my BW memories run too deep; I felt like I was playing an entirely different game" -ToSsGirL
mtcn77
Profile Joined September 2013
Turkey715 Posts
May 10 2026 01:56 GMT
#56
On May 10 2026 07:54 BisuDagger wrote:
Show nested quote +
On May 10 2026 04:07 quaristice wrote:
allowing mappers to use tiles from any tileset instead of maps being just 1 tileset would go a long way i think

This is a good idea.

Also, on the previous page, i would love being able to set the side that a unit pops out of a building.

That is what I mean when I say everybody should experience Caesar 3 once before playing Starcraft. You learn being able to control building placements. Same clockwise orientation is in place with both games. It is gamebreaking when done properly.
Turrican
FinalGame
Profile Joined March 2013
Canada24 Posts
May 10 2026 05:01 GMT
#57
Not a Qol, but I'd love to see older maps somehow revised for modern day (Honestly just miss seeing games on hall of Valhalla...lmao)
Stuff goes here! Who would've thought!
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium7000 Posts
May 10 2026 08:26 GMT
#58
On May 10 2026 09:13 Crimson)S(hadow wrote:
Show nested quote +
On May 09 2026 23:40 [sc1f]eonzerg wrote:
On May 09 2026 22:48 Crimson)S(hadow wrote:
that's the first time i've heard of this rally point/right click issue, i don't seem to have an issue with it

is that related to hatcheries sometimes forgetting their rally points? i remember scan asking light about this issue as well (i think he said it wasn't an issue before remastered), sometimes buildings will just forget rally points and spawn units under the building, and you have to put the rally back to your choke

but generally, i say just leave the game the same as it always has been, but give us more map tilesets/terrains/doodads to work with, because maps is how we deal with balance

This has been an issue since the rally point was introduced to the right click. And that was way before remastered as i said in my first post. I imagine you dont really use hotkeys in your gateways/ barracks ?

I think it has something to do with input delay. So basically you are controlling units in your opponent main. you press a ctrl group to produce something. Lets say Gateway or Nexus. And then do you press your ctrl group back to the unit you are controlling. In that small switch of ctrl groups the rally point of the building is now in the place you are microing your units. So now all those units that are being produced are going to the enemy base by accident. Either just blizzard give us the option to remove rally point from the right click to a side button or make the rally point like in SC2 that is very visual and present all the time. I think WC3 rally point is also very visual compared to BroodWar.

I think if you press attention to any zerg progamer specifically you will notice how they redo rallypoints almost all the time.


i do use all cntrl groups 1-0 for protoss, zerg, and terran. i never have the issue of accidently rallying when macro/microing, but i do have the issue scan had when sometimes production buildings will randomly stop sending to the rally point (fairly rarely though)... maybe your mouse's input lag is significantly faster than your keyboard?

Dont you think this random building that stop sending unit to the rally point is just you selecting the building and pressing right click into that barrack and just changing the rally point position ? Funny enough i have never run into that situation you are mentioning. But in my case i have seen my example countless times with progamers. And is exactly for having rally point in your right click. Starcraft didnt come at first with such feature. It was introduced many years later in the 1.16 patch or 1.15.3 i dont remember exactly. And i think it makes total sense for this day and age to be able to change this to a side button and avoid unwated rally points situations :D
Peeano
Profile Blog Joined March 2009
Netherlands5630 Posts
May 10 2026 10:34 GMT
#59
Make a scanmer be an addon to the Academy instead of the CC.

And tons more, that I don't care to list
FBH #1!
[sc1f]eonzerg
Profile Blog Joined February 2010
Belgium7000 Posts
May 10 2026 11:12 GMT
#60
Indeed Scan is something that should be fixed like they do in SC2. Cuz is really annoying that you need to be careful about building a bunker or a turret too close to the Scan spot near the CC.

I also think something that should be fixed is gateways unit production that it blocks Dragoons and other units from being made cuz gateways are build close to each other.

Another quality of life that is already something fixed in SC2 is units blocking you from making buildings. Like scvs making turrets in minerals lines etc.
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