On February 08 2009 05:45 liger13 wrote:
just started watching this...
Thank you soo much for posting this!!!!!
just started watching this...
Thank you soo much for posting this!!!!!
You're welcome for uploading it. :D
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Forum Index > BW General |
Moletrap
United States1297 Posts
On February 08 2009 05:45 liger13 wrote: just started watching this... Thank you soo much for posting this!!!!! You're welcome for uploading it. :D ![]() | ||
Flamboyant
United States57 Posts
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Kennigit
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Canada19447 Posts
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Physician
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United States4146 Posts
![]() You guys are going to allow Terran to use nuke? | ||
CharlieMurphy
United States22895 Posts
PS - Here is the Tracker link to that week 1 youtube video http://www.teamliquid.net/tracker/download.php?action=torrent&info_hash=6ab24a52f9093ab1ccdf623b57830dd7fc018e94 | ||
Superiorwolf
United States5509 Posts
On February 08 2009 13:25 CharlieMurphy wrote: Where is week 2 video? Video wasn't recorded by gamepro or anyone ![]() | ||
liger13
United States1060 Posts
On February 08 2009 13:26 Superiorwolf wrote: Video wasn't recorded by gamepro or anyone ![]() *tear*.... i was so excited to ![]() any1 know what they talked about? other than the obvious answer: starcraft | ||
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Rekrul
Korea (South)17174 Posts
On February 08 2009 11:59 Kennigit wrote: Did the trolling/flaming stop? I was just getting my pepper spray ![]() Don't act neutral mother fucker | ||
yoshtodd
United States418 Posts
On February 08 2009 13:26 Superiorwolf wrote: Video wasn't recorded by gamepro or anyone ![]() Sad... so the rest of the class won't be uploaded? The first was pretty cool. | ||
PobTheCad
Australia893 Posts
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Nimue
United States34 Posts
We did have a short discussion about animation frames and the process to learn how to exploit them. | ||
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motbob
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United States12546 Posts
On February 08 2009 18:56 Nimue wrote: actually, you guys didn't miss much. There were several comments after class that the material was too basic for them. So, next week, I think I'm gonna turn it up a lot, skip the simple "what is a dragoon" "how much health does an Archon have" kind of stuff and go straight for the heavy stuff. We did have a short discussion about animation frames and the process to learn how to exploit them. Be careful that you make sure that you don't leave half your class in the dust because of the comments of a few. | ||
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Rekrul
Korea (South)17174 Posts
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOL that class is hilarious LOL! | ||
liger13
United States1060 Posts
http://www.sirlin.net/blog/2009/2/6/uc-berkeley-starcraft-class-week-2.html#comment2925703 really hope to see more on vid though | ||
CharlieMurphy
United States22895 Posts
On February 09 2009 06:06 liger13 wrote: heres a writeup of the second week: http://www.sirlin.net/blog/2009/2/6/uc-berkeley-starcraft-class-week-2.html#comment2925703 really hope to see more on vid though I posted this ages ago. | ||
Error Ash
Germany177 Posts
On February 08 2009 19:02 motbob wrote: Show nested quote + On February 08 2009 18:56 Nimue wrote: actually, you guys didn't miss much. There were several comments after class that the material was too basic for them. So, next week, I think I'm gonna turn it up a lot, skip the simple "what is a dragoon" "how much health does an Archon have" kind of stuff and go straight for the heavy stuff. We did have a short discussion about animation frames and the process to learn how to exploit them. Be careful that you make sure that you don't leave half your class in the dust because of the comments of a few. Yea, as you should know, it's pretty normal that in the beginning of classes only very basic stuff is discussed, so that all are on the same level when you start doing the hard stuff. | ||
Senx
Sweden5901 Posts
lecture 1! http://www.youtube.com/watch?v=L7XiE_V0PZ8&eurl=http://www.rakaka.se/?news_id=8971 | ||
CharlieMurphy
United States22895 Posts
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MJAnoname
United States4 Posts
I will make one statement that agrees with Sirlin (In my first two paragraphs), and then one clarification that I think will appease most of your discontents with what he's said (The rest of my post). I just want to point out that saying that Starcraft should remove some of it's unncessary clicks and keystrokes by streamlining its UI doesn't necessairly mean that Starcraft should become a "STRATEGY (in real-time)" game. It needs to be strategy AND real-time. The challenge of Starcraft isn't just choosing the right play, it's making all the important decisions you must make at the extremely rapid pace you must make them at, while splitting your attention between 10 different places on the map all at once. I believe that any given string of actions in a game represent one larger decision. Imagine this: Player A moves his screen to see the location where all his gateways are built, selects them one by one, pressing z after selecting 6 of them, and pressing d after selecting the other 4. That is the long way of saying "Player A decided to build 6 zealots and 4 dragoons." The in-game representation of that is "move screen - click, z (times six) - click, d (times four)." That requires a movement of the screen, ten clicks, and ten keystrokes. (There is also an implied movement of the screen at the end, because looking at the gateways while they're building isn't too useful.) We all know that in SC2 that decision will be ten keystrokes -"0zzzzzzddd", which is over 50% more efficient than in SC1. (I know the debates over MBS have raged here for hundreds (thousands?) of pages, so I'll try to tiptoe around the subject and just use it as an example instead of making it the brunt of my argument.) The problem here is that it's hard to give a good reason why building 6 zealots and 4 dragoons should require ten clicks, ten keystrokes, and two screen movements (one explicit, one implied) when it could be just ten keystrokes. Saying the first is somehow better would open up all sorts of ridiculous logical arguments, like arguments that say that Dune 2 is better because you have to select units individually instead of in groups. That is artifical difficulty. Imagine if the ten keystrokes from SC2 is a plain old hoop that you have to jump through. By comparison, SC1 requires you to jump through a flaming hoop, and Dune 2 just plain requires you to walk on open flames. What does it really add to the game that is interesting? That's not a hypothetical question- I believe there is an real-world answer for it that is present in SC1, and I believe there is an potential answer for it that is better than SC1's system. What makes building six zealots and four dragoons 50% less efficient than "0zzzzzzdddd" interesting is the fact the SC1 system greatly assaults the player's attention-dividing ability and hand speed, the "real-time" part of the RTS genre. If you reduce the amount of APM it takes a Terran player to do the same stuff he already does by half, you free up about 200 APM for him to use elsewhere. There are all sorts of interesting attack methods in SC1 that are based on the concept that it is hard for a player to pay attention to everything that is going on all at once, and have the speed in both physical movement and decision-making to respond to it all. If you split your forces into 3 groups, two "main armies" and one shuttle with a reaver, you can assault your opponent's attention and speed. If you are attacking two of his expansions while reaver dropping his SCV line, you are attacking him on three fronts, while he still has to deal with his 4th front of macromanagement. He may make a critical mistake, like not noticing your reaver drop until all his SCVs are already dead, and if so you have just split his attention in a strategically interesting manner - you are using attention splitting as a strategy to beat him. But if he has 200 APM just freed up with nothing to put it towards, this strategy would not be nearly as effective. By greatly reducing the strains the UI places on his physical speed and attention reserves, all sorts of interesting strategies in Starcraft would be nullified by the fact that your opponent has such deep reserves of attention and speed. You could (almost?) never overwhelm his ability to pay attention to everything and react to it in a reasonable time frame. So what to do? I feel the answer is that both communities are right in their own way here, and a combination answer best solves the problem. Sirlin is right that desiging a UI to increase APM is artifical and not an interesting way of keeping the players busy. However, pro Starcraft communities are right that attention-splitting and quick decision-making (and as a by-product speed) are the "real-time" component, and are a huge part of what makes Starcraft the best and most successful competitive RTS in gaming history. I think the answer is to cut out all the "unnecessary" clicks - reduce building four zealots to "0zzzz" and increase efficiency by over 5% - and replace all of that "hollow" APM that has been carved out of the game by increasing the Decisions Per Minute (DPM) that the player has to face. While APM is well and good, DPM is the number that the "real-time" component of an RTS should strive to measure. DPM is what drives APM - your APM (or EAPM, for those who spam commands) is a reflection of the number of decisions you make per minute and your speed/efficiency in executing them - the number of decisions you make a minute is what drives you to perform a number of actions that minute. For example, the actions required to build 10 zealots is 20 actions - 10 clicks, 10 keystrokes. SC2 will cut the clicks out and reduce that to 10 keystrokes. If that's all you do for one minute, your APM in SC1 is 20, and APM in SC2 is 10. However, your DPM in both games is only 1 - you made the one decision to build 10 zealots, and that's it. (That might be oversimplifying it - let's assume for example's sake that you have nothing building in any of the gateways at the moment, and they're all in one location so you don't have to consider where. If those two aren't given then your DPM might be higher than 1.) At this rate, a 20 DPM player in SC1 would have an APM of 400. (I know that this only applies to macro and not to troop movement; again, it's for examples sake, and I think if we drew out a more fleshed-out real-game example this would certainly still hold true, though the numbers used in the example might be different). A 20 DPM player in SC2 would have an APM of 200. However, the lowered APM in SC2 gives us room to design the game in order to increase the number of decisions the player faces per minute. Since we freed up 200 APM, the equivilent of 20 DPM in SC2 conversion rates, we can add another 20 DPM, and in fact we must add 20 DPM in order maintain the speedy-decision-making component of the "real-time" part of Starcraft, Futhermore, more DPM means more strategic decisions the player must face at each turn, which means there are more opportunities to increase the weight on the "strategy" side of the game. The end result would be that three of the four main attributes that Starcraft measures to determine your success - decision-making-speed, attention-dividing, and strategy - would recieve increases in their overall contribution to the winner of the game, while the hand-speed limitations would remain. This post has already been long as hell, so I'll spare you another lengthy outro paragraph. To sum it up quickly: "Requiring high APM, and therefore high hand speed, is just an unfortunate side effect of attempting to require high DPM. The goal of any RTS should be to ensure that the APM and hand-speed it requires to sufficiently test the player's attention-splitting abilities should remain as decision-full as possible, or in other words, represent a high DPM. A high DPM increases both the strategic and real-time aspects of the game. The fact that it requires good mechanics is just an unfortunate side effect of the fact that we cannot plug the game directly into our brains." There's also no way I'm going to thoroughly proofread something this long when I'm not being graded on it or paid for it, so I'm sorry if there's any tyops. Feel free to ask any questions you want, I'll check this thread every now and again. Also feel free to flame away, it doesn't bother me. I anticipate a wave of "WHATS YOUR KESPA RANK? IF IT'S BELOW 20 YOU HAVE NO RIGHT TO TALK" - I am not the best SC player in the world, but I would find it hard to refute this analysis, unless you don't want to grant me the few axioms I have taken here. (Namely, I think they are that Starcraft measures decision-making speed, attention-splitting, and strategy primarily, and hand speed secondarily; that achieving higher necessary DPMs required to play at the competitive level is always a good goal for an RTS game, and that the DPM should be what is filled out to test speed and not the APM; and that increasing your APM is pointless if the increased number of actions still represents the same DPM) | ||
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motbob
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United States12546 Posts
On February 10 2009 18:24 MJAnoname wrote: "WHATS YOUR KESPA RANK? IF IT'S BELOW 20 YOU HAVE NO RIGHT TO TALK" lol | ||
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