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Ingame - Worker count - Page 3

Forum Index > Closed
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ETisME
Profile Blog Joined April 2011
12866 Posts
July 13 2011 12:45 GMT
#41
Wow, everyone is so heavily against this idea...(I suppose most are broodwar players)

Personally I won't mind it at all, although I don't need it.
I mean the pro's are not going to play better/worse with it, it's gonna be beneficial for the new comers.
Nothing wrong with helping the new comers while not hurting the game balance. Getting the ideal worker count isn't necessarily going to help the "less experienced" player suddenly become a top progamer or something :/

It's not like a super crazy macro-aid tool like auto injection or auto worker production, it's only a worker count for those who want it.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
bonifaceviii
Profile Joined May 2010
Canada2890 Posts
July 13 2011 12:47 GMT
#42
On July 13 2011 20:28 sylverfyre wrote:
It's pretty easy, and a good habit to get into, to box all the workers you have each mineral line every once in a while. Pros do this all the time! Can also help if 1 base is oversaturated while another is undersaturated, etc.

Plus it boosts your APM to gosu*2 levels!
Stay a while and listen || http://www.teamliquid.net/forum/viewmessage.php?topic_id=354018
StimBullet
Profile Joined April 2011
Canada13 Posts
Last Edited: 2011-07-13 12:50:39
July 13 2011 12:49 GMT
#43
select all workers on a base, either CTRL+click or just box them.
If you have 3 rows, you're fine. if you're on 4 , transfer or stop making them.
I don't know why someone would need a counter for that, really.
Wrongspeedy
Profile Blog Joined August 2010
United States1655 Posts
July 13 2011 12:52 GMT
#44
On July 13 2011 21:45 ETisME wrote:
Wow, everyone is so heavily against this idea...(I suppose most are broodwar players)

Personally I won't mind it at all, although I don't need it.
I mean the pro's are not going to play better/worse with it, it's gonna be beneficial for the new comers.
Nothing wrong with helping the new comers while not hurting the game balance. Getting the ideal worker count isn't necessarily going to help the "less experienced" player suddenly become a top progamer or something :/

It's not like a super crazy macro-aid tool like auto injection or auto worker production, it's only a worker count for those who want it.


Someone already pointed out that the game does it for you too. If you just put all your workers in a control group it will tell how many units are in the group by the hot-key bar I believe.
It is better to be a human dissatisfied than a pig satisfied; better to be Socrates dissatisfied than a fool satisfied.- John Stuart Mill
Doler
Profile Joined July 2011
United States206 Posts
July 13 2011 12:54 GMT
#45
I wouldn't mind this either, but I'm so used to boxing and counting my workers, that it wouldn't have any major effect
Sbrubbles
Profile Joined October 2010
Brazil5776 Posts
July 13 2011 13:00 GMT
#46
On July 13 2011 21:44 Wrongspeedy wrote:
Show nested quote +
On July 13 2011 21:34 opisska wrote:
Post this on B.NET forums, not here. Even though I like your idea, I am quite sure that you will find no understading here. You are just giving several dozens of people their chance to repeat the "we want more clicking" mantra, and that does help exactly nothing.


What!?!?!? Clicking with purpose is always good. Are you saying you always have so many actions to perform that you can't take the 2-3 seconds this should take to know how many workers you have. Boxing at the beginning of games is a good way to practice making different size boxes, for selecting units (I almost always just box 3 workers without minerals near the nexus and send them to gas, because I practice). You are not utilizing all the time you are given, and if you think that "hurts exactly nothing" your nutz. Faster is better, smart and fast is best. Being able to execute simple actions extremely fast while performing other more complex actions, is what separates pro's from other players.


The game designers choose what kind of in-game clicking has purpose and what doesn't.

Some people prefer the in-game clicking related to strategical choices (whether to build a unit or not, whether to expand or not, what kind of tech to go for, etc etc etc) and related to tactical choices (micro and army positioning) to be more important than clicking that could be avoided by an extra interface or some game mechanics adjustment (bigger control groups, automining, etc).

The people he refers to as repeating "we want more clicking mantra" are those who don't agree with this.
Bora Pain minha porra!
Wrongspeedy
Profile Blog Joined August 2010
United States1655 Posts
Last Edited: 2011-07-13 13:16:58
July 13 2011 13:14 GMT
#47
+ Show Spoiler +
On July 13 2011 22:00 Sbrubbles wrote:
Show nested quote +
On July 13 2011 21:44 Wrongspeedy wrote:
On July 13 2011 21:34 opisska wrote:
Post this on B.NET forums, not here. Even though I like your idea, I am quite sure that you will find no understading here. You are just giving several dozens of people their chance to repeat the "we want more clicking" mantra, and that does help exactly nothing.


What!?!?!? Clicking with purpose is always good. Are you saying you always have so many actions to perform that you can't take the 2-3 seconds this should take to know how many workers you have. Boxing at the beginning of games is a good way to practice making different size boxes, for selecting units (I almost always just box 3 workers without minerals near the nexus and send them to gas, because I practice). You are not utilizing all the time you are given, and if you think that "hurts exactly nothing" your nutz. Faster is better, smart and fast is best. Being able to execute simple actions extremely fast while performing other more complex actions, is what separates pro's from other players.


The game designers choose what kind of in-game clicking has purpose and what doesn't.

Some people prefer the in-game clicking related to strategical choices (whether to build a unit or not, whether to expand or not, what kind of tech to go for, etc etc etc) and related to tactical choices (micro and army positioning) to be more important than clicking that could be avoided by an extra interface or some game mechanics adjustment (bigger control groups, automining, etc).

The people he refers to as repeating "we want more clicking mantra" are those who don't agree with this.


Well, it takes 2 seconds to do what the OP wanted in game. Why are you even posting in this thread for now? We answered the question and its already possible to have the game tell you how many without having to be able to count more than your own fingers and toes without socks or shoes on. So please move along.

Guy below me is clicking waaaaaaaay to much.
It is better to be a human dissatisfied than a pig satisfied; better to be Socrates dissatisfied than a fool satisfied.- John Stuart Mill
DerBeefman
Profile Joined April 2011
Germany226 Posts
July 13 2011 13:15 GMT
#48
I personally draw boxes on my eco line in some parts of a game to check the saturation that it's always about 16-20 harvesters per mineral line. When you have this + some workers in gas at 3 base you can stop droning (then it's about 70 workers).
So basically start to check your saturation.
extended thermal lances aka extended imbalances
Hristiyan
Profile Joined May 2011
99 Posts
July 13 2011 13:16 GMT
#49
I think that it is a good idea, for it to be implemented.
Lennon
Profile Joined February 2010
United Kingdom2275 Posts
July 13 2011 13:17 GMT
#50
Don't let Blizzard see this. Every change they make is to make the game easier.
thebole1
Profile Joined April 2011
Serbia126 Posts
July 13 2011 13:17 GMT
#51
i think that is good idea... it would help a lot ...end
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
July 13 2011 13:20 GMT
#52
On July 13 2011 20:47 Cuiu wrote:
Show nested quote +
On July 13 2011 20:37 iMp.will. wrote:
Like automining aint enough. Lets ruin the game even more.


when autominig ruins the game
than pls pls ruin the game more pls blizz ruin the game more

its so much more fun to play a game where the better robots wins....

Robots with a database of infinite strategy and depth of knowledge regarding SC2.. Yeah it is better.
Absence of evidence is not evidence of absence.
SecondChance
Profile Joined December 2010
Australia603 Posts
July 13 2011 13:23 GMT
#53
On July 13 2011 20:21 ODKStevez wrote:Dear TL, my counting abilities evade me as I'm having trouble distinguishing when I have enough workers. What do you think about Blizzard making the game easier to rectify this problem?


For the love of god, the mechanics and this game on the whole does not need to made any easier.

If you're finding it that hard to get a count on your workers:

Box all workers.

Set them to unused control group.

See unit count on the control group tab.

????

Profit.
I see the want to in your eyes.
Kreig
Profile Joined March 2011
Germany79 Posts
July 13 2011 13:31 GMT
#54
Seems like many commenters in here who are against such a counter say it would make the game easier, cater to the newbies, etc.

I'd say a worker counter is unnecessary if not confusing for newer players. As a new player I would struggle to learn all the other stuff involving my play, not if I am over/undersaturated.

As for more advanced players it shouldn't be a problem to check your saturation by simply boxing your eco and adding 2 workers (those are in the vespene facilities). 1 row = 8 units so with a little practice you can easily determine whether you need more workers or not.
Loading...
GreEny K
Profile Joined February 2008
Germany7312 Posts
July 13 2011 13:33 GMT
#55
That would just make the game too easy, there are plenty of things that Blizzard has done to make is easier than BW. No need for more.
Why would you ever choose failure, when success is an option.
shockaslim
Profile Joined December 2010
United States1105 Posts
July 13 2011 13:38 GMT
#56
Honestly, who fucking cares? The change he is suggesting may make the game "easier", but it isn't GAME breaking. I honestly don't see what the big deal is.
Dirty Deeds...DONE DIRT CHEAP!!!
Gurblechev
Profile Joined May 2011
188 Posts
July 13 2011 13:44 GMT
#57
On July 13 2011 20:37 iMp.will. wrote:
Like automining aint enough. Lets ruin the game even more.

I've never really understood this mentality.

It's supposed to be a strategy game, not a timing/rhythm game. Maybe Dance Dance Revolution would be more your style.
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
July 13 2011 13:51 GMT
#58
On July 13 2011 22:44 Gurblechev wrote:
Show nested quote +
On July 13 2011 20:37 iMp.will. wrote:
Like automining aint enough. Lets ruin the game even more.

I've never really understood this mentality.

It's supposed to be a strategy game, not a timing/rhythm game. Maybe Dance Dance Revolution would be more your style.

It's not only a strategy game, its an esport you need mechanics too. The more elements the more room there is to separate and distinguish yourself from others. If you want a game that is only strategy then go play Starcraft the board game.
Absence of evidence is not evidence of absence.
Wrongspeedy
Profile Blog Joined August 2010
United States1655 Posts
July 13 2011 13:55 GMT
#59
+ Show Spoiler +
On July 13 2011 22:51 R0YAL wrote:
Show nested quote +
On July 13 2011 22:44 Gurblechev wrote:
On July 13 2011 20:37 iMp.will. wrote:
Like automining aint enough. Lets ruin the game even more.

I've never really understood this mentality.

It's supposed to be a strategy game, not a timing/rhythm game. Maybe Dance Dance Revolution would be more your style.

It's not only a strategy game, its an esport you need mechanics too. The more elements the more room there is to separate and distinguish yourself from others. If you want a game that is only strategy then go play Starcraft the board game.


We want it to be a sport. We want the best players (sometimes I guess that means being good with a keyboard and mouse) to win, and we want to be able to cheer on the respective champions of our "Race". That are obviously better at the game (thus deserving of winning money for playing video games). So in conclusion. OMG YOUR KILLING ESPORTS!!!!! (Hahah < I Lol'd)
It is better to be a human dissatisfied than a pig satisfied; better to be Socrates dissatisfied than a fool satisfied.- John Stuart Mill
merz
Profile Blog Joined July 2004
Sweden2760 Posts
July 13 2011 13:57 GMT
#60
On July 13 2011 22:44 Gurblechev wrote:
Show nested quote +
On July 13 2011 20:37 iMp.will. wrote:
Like automining aint enough. Lets ruin the game even more.

I've never really understood this mentality.

It's supposed to be a strategy game, not a timing/rhythm game. Maybe Dance Dance Revolution would be more your style.



It's not a strategy game. It's a REAL TIME strategy game, things as speed, timing, and what not SHOULD matter. If you want pure strategy you have games such as chess which is turn based.

I agree with the nay-sayers, this is just one more way to dumb the game down. Little things like this that demand a little, but not great, effort to keep track off is one of those things that adds to the skill ceiling. We already have an in-game watch, automining, mbs etc. If things like these keeps getting added into the game, in the end we'll basically have a pure strategy game and none of the real time elements in it anymore.
Winners never quit, quitters never win.
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