anyways, it does not hurt the game. Storm isn't OP as people make it out to be.
nuff said.
Forum Index > Closed |
Barbiero
Brazil5259 Posts
anyways, it does not hurt the game. Storm isn't OP as people make it out to be. nuff said. | ||
roadrunner343
148 Posts
On December 29 2010 10:30 Megaliskuu wrote: Show nested quote + On December 29 2010 10:19 Comprissent wrote: No smartcasting in BW was just a limitation. You can make the exact same argument for wanting to only be able to select 16 units at one time like in BW. . You don't know what you are talking about. It was 12 buddy. Yeah, because that COMPLETELY invalidates the point he was trying to make. | ||
AJMcSpiffy
United States1154 Posts
On December 29 2010 10:30 Megaliskuu wrote: Show nested quote + On December 29 2010 10:19 Comprissent wrote: No smartcasting in BW was just a limitation. You can make the exact same argument for wanting to only be able to select 16 units at one time like in BW. . You don't know what you are talking about. It was 12 buddy. Yes but the point is still there. Accomplishing an intensive micro tactic with limited controls is impressive, but that does not mean that the limited controls should be kept. Smart Casting, Multiple Building Hotkeys, etc. are certainly different from Brood War, but different is good. Back then it was the best the program could do. To impose those same limitations in a game released in 2010 would be adding roadblocks just to make the game inaccessible to casual players. Obviously there is a point where it can go too far, like the people who suggest automating the first minute of the game because "all anyone does is mine". But there's a big difference between that suggestion and smart casting. The mechanics in Brood War made the game impressive, but they were not put there for that reason. They were only there because of game engine limitations. | ||
FabledIntegral
United States9232 Posts
On December 29 2010 10:21 Lucid90 wrote: Show nested quote + On December 29 2010 10:04 FabledIntegral wrote: On December 29 2010 10:01 Lucid90 wrote: The skill ceiling in sc2 is lower IMO because it's hard to scout and predict what your opponent is going to do. This makes it more likely that the game doesn't reach late game. But definitely easier control mechanics don't lower the skill ceiling, they just make decisions count for more. In BW if you made a bad decision, you can still come back in the game assuming you have better macro and control than your opponent. In sc2, if you made a bad decision, you're fucked. So proper understanding of timings and cost effectiveness of unit combinations is just more important in sc2, because you can 1a all of your units, where as in sc1 you needed like 300 amp to control a 150 supply army of m&m or ultraling. By definition, yes it does. You can't even argue that. Decisions counting for more is irrelevant. Because in BW you can always make those same decisions while having to do the mechanics at the same time. hmm let's look at the effect of a lowered skill ceiling. When a game has a lowered skill ceiling lowered skill players win more often against higher skilled players, and when the game has a higher skill ceiling players with lower skill do worse than players with higher skill. But what exactly is skill? Is pressing buttons at 300 amp skill? Is controlling large amounts of terribly frustrating units with limited control resource that have bad ai (like controlling mass lings in bw) skill? I guess you can say that sc2 got rid of a lot aspects of this skill set, because you don't need 300+ apm to control a large army. But does this mean that lowered skill players will start winning agaisnt higher skilled players? This means that players who coasted on their control and APM in bw are going to have a harder time in sc2, and players who had a bad APM but good decision making are going to excel in sc2. This lowers the skill ceiling in controlling frustrating stupid units, but it doesn't lower the skill ceiling in the actual game. Things like timings, proper unit composition and scouting are just as relevant, even more so, because players can't rely as much on their APM to give them a leg up in the game. Look at chess for example. Do you need 300 APM to do well in chess? No. Is it really easy to move the units in chess? Sure. But it's a very difficult game because it focuses on a different skill than unit control. Sc2 is similar in that regard because it doesn't punish you so much for worse unit control, it just rewards you more for proper decision making. SC2 got rid of a lot of the requirements for high maintenance unit control, but it's still just as difficult to make decision in the game, which is why the overall skill ceiling is just as high. What you're talking about doesn't have to do with the skill ceiling. Players that "coasted" on control and APM but didn't have the top tier decision making were not at the skill ceiling. They had possibly mastered one facet of the game, while the skill ceiling requires a mastery of all facets of the game. Thus your analogy is irrelevant. Making something more relatively important, aka what you're arguing, does not mean the skill ceiling isn't changed. For example, say there are arbitrary, measurable values in a game. They all max out a 100, which is the skill ceiling. Say there are three categories, mechanics, strategy, and timings. The total skill ceiling point value is 300. If you suddenly reduce the amount of mechanics in a game, yes, strategy and timings become more relatively important, but the overall skill ceiling of the game still dropped from 300 to 280. Consequently, those who had a score high in strategy but low in mechanics would benefit from this change, but saying such is still irrelevant to the skill ceiling discussion. A ceiling means the absolute top, nothing below it. There are things like price ceilings in economics, which means that a price of a good cannot go above a certain amount. If the price would naturally be below the price ceiling, that price ceiling is not binding and becomes 100% irrelevant. Just like in this scenario, your analogy towards people "coasting" on APM and such causes those people to fall into the category "not at the skill ceiling." Because you cannot actually achieve the skill ceiling in either BW or SC2, what becomes important is how easily you can approach it. Which is much easier in SC2. | ||
Daozzt
United States1263 Posts
On December 29 2010 10:19 Comprissent wrote: No smartcasting in BW was just a limitation. You can make the exact same argument for wanting to only be able to select 16 units at one time like in BW. Smartcasting doesn't really decrease a skill gap, it lowers the stupid amount of apm required to cast spells. Sorry, but it does. If a progamer can land perfect carpet storms and you can't, that means there is a large skill gap between you and him. Smart casting allows any noob to throw multiple storms on an entire army. There's no such thing as "Jangbi storms" in SC2 because anyone can pull it off. The game becomes stale to watch because everyone has near perfect mechanics, and a match is decided by build orders. | ||
enzym
Germany1034 Posts
On December 29 2010 10:20 NicolBolas wrote: Show nested quote + On December 29 2010 10:02 enzym wrote: Blizzard doesn't have the same idea of what a good spell is as we do. They want their game to be accessible to many people, so they make execution easier and improve its immediate appearance, i.e. graphics and sound effects. The "amazing" in a good spell, for Blizzard, comes from 1) graphical effects and 2) is it fun to use this spell or not. While hardcore starcraft fans will easily agree that when observing a game all the emotion, the "awe" comes from the players, the tension of seeing how well they manage to place their units and spells, the suspension during the start of a battle until its end. Without smart casting the outcome is always unsure, it's a nailbiter. While with smart casting the outcome is more easily predictable. What matters most in this case is only whether the player is watching his units at all or not... it makes the game more shallow, not just skill cap wise for the players, but, what's more important, it makes it A LOT more shallow and uninteresting for observers as well. The outcome becomes too easily predictable and the difference between landing a spell and missing it has way less impact, because the spells needed to be nerfed because smart casting exists. Both make watching the game less exciting, it kills suspension and anticipation and it is quite possible that people will grow tired of it fast once they learn that there is nothing new to see anymore - that the employment of spells becomes generic. If what you say is in fact true, then RTS gameplay is degenerate and should not be used as an eSport. If the only way to make the game lively and interesting is to deliberately and systematically gimp the interface, making it harder to do something for no reason other than to make it harder, then there's something seriously wrong with this kind of gameplay. Interface is not and never should be a valid dimension of balance. No single ability or spell should ever be balanced by saddling it with a poor interface. And if that is the only way to make the game interesting for spectators, then the game is broken. It's like saying that the way to make Team Fortress 2 into a better competitive game is to reduce everyone's mouse sensitivity to its lowest level. Or make it so that in order to fire sticky bombs you have to click 3 different buttons in rapid succession. These ideas may in fact work at making it a better competitive game. But they're not good ideas, so however much they may actually help in some respects, they hurt the game. In any case, the main problem seems to be the amulet upgrade itself. Take that away, and HTs must be on the field for some time before throwing down Storms. Thus more opportunities to kill/EMP them, which cuts down on Storm spam. And that should make Storms more interesting by making them more rare. The tension will be on whether the non-Protoss can kill the HTs before they get into position to lay down the Storms. And personally, I like that tension more than whether the player can drop the Storms in the right place. Any sport revolves around the execution of certain skills. For more physical sports one of those skills is forging your body and stamina, but just seeing an athlete's body isn't what gets you large audiences, except maybe for less popular and more specialized sports like bodybuilding. And for strategy games you don't have just strategy. Maybe you can call it degenerate because of that - because strategy alone isn't enough to generate huge audiences - but I don't think it's degenerate at all as long as you don't reduce the game to just strategy. Execution is as much a part of the "fun to watch" experience in an RTS as it is in soccer or baseball. If you take the importance of good execution away you will be left with more of a movie like experience. That's not what I want to see as a fan. Strategy simply doesn't happen fast enough in order to make for a good show, again, except for extremely specialized sports like chess, which focuses only on strategy and is turn based to that end. And chess won't make the audience scream their hearts out either. Execution is a big part of any game and it is what has the biggest impact on the viewer. So I disagree with your evaluation of the use of a high skill cap. | ||
FabledIntegral
United States9232 Posts
On December 29 2010 10:40 roadrunner343 wrote: Show nested quote + On December 29 2010 10:30 Megaliskuu wrote: On December 29 2010 10:19 Comprissent wrote: No smartcasting in BW was just a limitation. You can make the exact same argument for wanting to only be able to select 16 units at one time like in BW. . You don't know what you are talking about. It was 12 buddy. Yeah, because that COMPLETELY invalidates the point he was trying to make. No, but it's not a valid point nonetheless. Grouping everything into one control group in SC2 makes things easier but does not achieve better results, it will actually achieve less than optimal results than if you had multiple control groups. On the other hand, smart casting will achieve nearly the most optimal results. In essence, the easiest, most simplistic way becomes the most effective. | ||
LolnoobInsanity
United States183 Posts
THERE'S NOTHING INTERESTING ABOUT BLANKET STORMS EXCEPT FOR THE FACT THAT IT IS HARD TO DO IN SC1. Anything in SC2 that is equally hard to do and is pulled off in a tournament game will cause the same amount of cheering and female orgasming that those blanket storms caused. Wait till something sufficiently hard comes along, and then you'll be complaining when SC3 comes out that double archon rainbow dickslaps are too easy or something because AutoDickSlap was implemented and QQing the same amount you are now. Blanket storms shouldn't be impressive. That's how the spell was supposed to be implemented. They were only impressive because hard things are impressive. | ||
Sprouter
United States1724 Posts
| ||
-orb-
United States5770 Posts
Example: You have 3 templar all at full energy. You select them all and hit storm and click once. It will only storm once from one templar. If you tried to click storm multiple times it would try to storm all from the same templar until he is out of energy. However, if you pressed tab to cycle through the different templar each time (or a different key to not have this overlap with cycling through types of units? Such as ~), then you could storm from the different templars. This way you wouldn't have to individually select templars which I think is what is so difficult for beginners, but the speed in which you would be able to cast multiple spells would have a bit more skill involved. | ||
StarStruck
25339 Posts
On December 29 2010 10:34 fdsdfg wrote: It's all about chores. Starcraft 1 had a ton of chores - both macro (like sending workers to minerals and building units from many different buildings) and micro (such as attacking with more than 12 units or casting spells like psi storm). Games can exist on either end. Look at Supreme Commander for the extreme of no chores - literally every strategic decision is one action (with the exception of reclaiming debris). You can create building templates (which are basically an automated build order), set buildings to auto-produce units in a particular order, set very complex rally and patrol points, etc. It is a valid game. Starcraft 1 I would put at the other end of the spectrum. Players needed probably about 150apm of JUST chores in the late game in order to stay on top of everything. That's without unit micro, without any strategic decision or acts of aggression or defense. It's just keeping up with all your chores. Starcraft 2 is in the middle. It has less macro chores and less micro chores than SC1, but more than Supcom. That's the direction Blizzard wanted to go, it's the direction they went, and it's still a valid game. Arguments to restore chores are simply arguments to make SC2 more like SC1. Yes, eliminating the chores makes the game more different than SC1, but that's the point. No, that's what you call a cop-out and very near-sighted. How about we get away from pulling the SC / SC2 card and talk about how to improve the RTS genre in general. I would like more thoughts on punishing smartcasting (with something like a cooldown) versus shift selecting cast relay. | ||
lkjewq
United States132 Posts
User was temp banned for this post. | ||
subtleone
4 Posts
If the problem is that watching professional SC2 is less exciting than watching professional BW, then one is not looking in the right place. A single play can be just as game-breaking in SC2 as in BW. Huge battles still swing one way or the other based on minute, quick positioning or casting. If the problem is that SC2 is just easier to play and that bothers you for some reason, I would say get over it. Just because a game is easier to pick up and play doesn't mean that it is easier to master. Furthermore, playing SC2 at the highest level still requires lightning quick fingers to go along with lightning quick thinking. 50 APM Protoss players are not going to be winning the GSL anytime soon by carpet storming their way across the map; I would even say that SC2 will become just as APM intensive as BW - after all, there is no downside to having a higher APM. The APM that is saved by smartcasting will not disappear, it will be spent elsewhere. TLDR: If storm is imba, it will be fixed. SC2 is just as fun to watch as BW. The skill cap is still just as high (infinity). | ||
LSB
United States5171 Posts
On December 29 2010 10:45 lkjewq wrote: yeah instead of letting the 2 contestants run a lap, lets handicap them by breaking their legs and then watch them crawl a lap because thats so much more impressive!! Just think of all of the multitasking they have to do!!! Oh yeah and lets put in a bike that they have to peddle with their hands because that would require so much more skill and be that much more impressive!! How about we give swimmers super awesome suits that increase buoyancy so they can swim faster! Oh wait... We don't do that. The reason why your examples don't work is because running is running. Biking is Biking. Smart casting is like bringing a bike to a cross country race. It magnifies the effects of a spell. | ||
xbankx
703 Posts
| ||
lyAsakura
United States1414 Posts
On December 29 2010 10:45 lkjewq wrote: yeah instead of letting the 2 contestants run a lap, lets handicap them by breaking their legs and then watch them crawl a lap because thats so much more impressive!! Just think of all of the multitasking they have to do!!! Oh yeah and lets put in a bike that they have to peddle with their hands because that would require so much more skill and be that much more impressive!! No, bad analogy. Right now it is like two guys racing in a walk contest and making everything harder would make it a true running racing contest. Breaking their legs is like make you have to doubleclick the caster and make you unable to hotkey them; it is simply outrageous. | ||
Daozzt
United States1263 Posts
On December 29 2010 10:44 LolnoobInsanity wrote: Did you ever think of the fact that this allows for more ridiculous things to be done? Like now that being able to blanket storms perfectly is easy, don't you think harder things will arise? Like I can't think of anything, because if I could I'd be a progamer or a fuckin like soothsayer or some shit and make shit tons of money on the stock market. Like holy crap, give the game some time. THERE'S NOTHING INTERESTING ABOUT BLANKET STORMS EXCEPT FOR THE FACT THAT IT IS HARD TO DO IN SC1. Anything in SC2 that is equally hard to do and is pulled off in a tournament game will cause the same amount of cheering and female orgasming that those blanket storms caused. Wait till something sufficiently hard comes along, and then you'll be complaining when SC3 comes out that double archon rainbow dickslaps are too easy or something because AutoDickSlap was implemented and QQing the same amount you are now. Blanket storms shouldn't be impressive. That's how the spell was supposed to be implemented. They were only impressive because hard things are impressive. Your post makes no sense. Harder things won't magically arise, when BW was harder than SC2 in pretty much every way possible. People watch sporting events (Starcraft for this matter) because they want to be entertained and impressed. Being entertained is usually a result of witnessing something impressive. | ||
Bibbit
Canada5377 Posts
Though I would like energy upgrades to go back to how they were in BW, where you started with some % more energy (instead of 50, you would get 62 I think) but then you also got more max energy. This way you couldnt storm instantly when the HTs warp in but you could still storm pretty quickly (and storm 3 times on a full tank of energy). | ||
Kennigit
![]()
Canada19447 Posts
| ||
Ryndika
1489 Posts
| ||
| ||
![]() StarCraft 2 StarCraft: Brood War Britney Dota 2![]() ![]() Calm ![]() Sea ![]() Rain ![]() Stork ![]() firebathero ![]() Dewaltoss ![]() Mind ![]() SilentControl ![]() soO ![]() [ Show more ] Counter-Strike Super Smash Bros Heroes of the Storm Other Games Organizations
StarCraft 2 • StrangeGG StarCraft: Brood War![]() • musti20045 ![]() • Adnapsc2 ![]() • Kozan • Migwel ![]() • AfreecaTV YouTube • sooper7s • intothetv ![]() • IndyKCrew ![]() • LaughNgamezSOOP Dota 2 League of Legends Other Games |
Road to EWC
Road to EWC
Road to EWC
Road to EWC
Road to EWC
Road to EWC
Online Event
Clem vs ShoWTimE
herO vs MaxPax
Road to EWC
Replay Cast
Replay Cast
[ Show More ] Replay Cast
Replay Cast
The PondCast
|
|