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Ingame - Worker count - Page 5

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CjX
Profile Joined September 2010
Sweden15 Posts
July 13 2011 14:39 GMT
#81
You can select all mining workers at every base and put them on a control group to find out how many you have, it only takes like 2 seconds and will give you an idea of how many workers you have. You will have one worker hiding in every gas building and maybe even some idle, so the control group would show a few less workers than you actually have, usually two for every base, but you could stop at 65-70 and you will probably be at 70-80 workers.
This works good for me as a protoss player. For a zerg player you have a queen in every base but I don't think that's a big problem.
Maybe not the best method but it's quick, easy and it let's you know if you have too many or few workers.
d
DisaFear
Profile Blog Joined September 2010
Australia4074 Posts
July 13 2011 14:40 GMT
#82
Nah, I don't think running a scan of how many workers you have is too difficult, just select all and add them in your head, sure, it's a rough approximation, but still. As mentioned above, it would lower the skill required by a tad
Let's keep it as it is
How devious | http://anartisticanswer.blogspot.com.au/
Gurblechev
Profile Joined May 2011
188 Posts
July 13 2011 14:42 GMT
#83
On July 13 2011 23:30 meRz wrote:
Show nested quote +
On July 13 2011 23:23 Gurblechev wrote:
On July 13 2011 23:19 meRz wrote:
On July 13 2011 23:05 Gurblechev wrote:
On July 13 2011 22:57 meRz wrote:
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 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.

Real time strategy just means you have to think and react to your opponent in real time. It is not a reference to repetitive clicking.

Sending a worker to mine every time it comes out is not a reaction to your opponent. It is not real time strategy, it's rhythm and timing (the same genre as dance dance revolution).

If those sort of mechanics improve the game, why not make it so all units forget their orders after 30 seconds and need to have their command given to them again? That increases the repetitive well timed clicking needed and would give more weight to "mechanics" as you call them. By your logic apparently that would make the game better.


I'm not talking about "repetitive clicking". While things like these may seem like unecessary repetitve stuff they are all things you can figure out by just _thinking_ a little and have a sense of what's going on. Removing all these things makes the game AI controlled and suited for people who wants to sit with one hand on their mouse, the other on their chin going "Hmm......" while they're planning their next mastermind move. RTS has always been tempobased with a lot of speed involved, requiring decisionmaking and strategy while doing all the other things, that's what makes RTS great, and also adds to the skill ceiling. Removing these things just makes the game "easier".

The amount of triggers and timings you had built into your head in BW was sick for example. You didn't have a clock to watch, you had things such as "if I FE, I know that if I put my gas down on 24, it's time to transfer my workers to my CC when the gas is 3/4th done, that way my SCVs arrive just in time for the CC to complete". Things like these were figured out and added an extra element to the game. By adding in all these things you remove those, that's what I mean, not just repetitively sending your workers to mine every round.

Sending your workers to mine isn't decision making.

"Do I still want my workers to mine? Yes. Do I still want them to mine? Yes. Do I still want them to mine? Hmmmm.... yes."

It's just completely mindless repetitive clicking. It benefits people who aren't very bright but have a lot of free time to practice repetition. I call that "dumbing the game down". It rewards stupid people with free time and punishes intelligent people who don't want to waste 10hrs a day practicing repetitive tasks that any first day newbie knows they need to do.


... You're not reading what I'm saying. My argument has never been "omg automining is bad we should be required to send our workers to mine!" Why do you keep bringing that one up?

We already have tools that reduce the repetitive clicking. Things like keeping your worker count, knowing timings and what not is not repetitive, it's something you develop by having good game sense and overall great experience of the game, things you need great amount of practice to learn.

And also, I get what you're trying to do. It's funny how you argue that repetitive things means that "all the stupid people" can excell over "smart" people. If a smart guy "doesn't want to waste 10hrs a dayt practicing" then he has no business in competitive play. An e-sport game should require immense dedication if you want to excell, it shouldn't be a game where you are either good or bad by default, it should be a game that rewards work and effort.

Then why are you replying to my posts? The only thing I have commented on here is the assertion that automining somehow detracts from the game. It doesn't.

I think what it comes down to is whether you want to fight against your opponent or fight against the interface. I prefer the game to be human vs human, not human vs interface with the person who has mastered the interface better being the winner.
EnSky
Profile Joined June 2011
Philippines1003 Posts
July 13 2011 14:46 GMT
#84
Having worker count is useful indeed but quite unnecessary. Next thing you know, someone's gonna be asking for the production tab to be displayed as well.lol
Thune
Profile Joined February 2011
Austria129 Posts
July 13 2011 14:49 GMT
#85
Why do you count in workers? You can see immediately if a base is undersaturated/saturated/oversaturated ... If you learned once how many barracks for example 40 workers can support than i suppose you should relearn how many bases how many barracks support ... i normally dont nessecarily need to know who many workers i got ... i only need to know how many bases i have undersaturated/saturated/oversaturated and know from there how many production facilities i can support.

I actually dont care if i got 70 or 73 workers because it wont make that big of a difference. This is why i go with the rather "imprecise" but much faster way of counting base-saturations
Sbrubbles
Profile Joined October 2010
Brazil5776 Posts
Last Edited: 2011-07-13 14:49:57
July 13 2011 14:49 GMT
#86
On July 13 2011 22:14 Wrongspeedy wrote:
+ 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.


Why am I posting in this thread?
Hmm, because its a forum? Because any and all interface/mechanics suggestions invitably turn into a flame war (that began before I posted), in which I want to participate? Most discussions on most forums are both silly and stupid (even if you are, in my case, on the right side of it ), but that doesn't stop them from cropping up and ppl from answering.

Now that I think about it, a metaforum discussion topic would be fun!
Bora Pain minha porra!
Telcontar
Profile Joined May 2010
United Kingdom16710 Posts
July 13 2011 14:49 GMT
#87
One of the things you see pros constantly do is drag click the mineral line at each base to see how many workers are mining. You just have to learn to quickly determine how many you've selected. It's not that difficult to do and you'll quickly grasp it with a little practice.
Et Eärello Endorenna utúlien. Sinome maruvan ar Hildinyar tenn' Ambar-metta.
Ch3rry
Profile Joined July 2011
Poland220 Posts
July 13 2011 14:50 GMT
#88
@EnSky:
Well, as for myself, I think all the observer info should be avaible in-game (of course not showing opponent stats).
UI Improvement is Improvement.
Sultan
Profile Joined March 2011
United States52 Posts
July 13 2011 14:50 GMT
#89
This is what I did: Played a game against a very easy AI and quickly saturated one base (6 on gas). Then I went back and watched the replay, selected all of my workers and noted where they end up on the display (3rd row, 2 from finishing the row, etc).

Now whenever I'm in an actual game, I just quickly select all of my workers, and see if they have reached that mark. If they have, base saturated, if not, pump more dronies!

Eventually, you are going to get to a point where you'll just know...no need to make a worker counter.
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
July 13 2011 14:51 GMT
#90
Dont make the game more easy. Select all your workers and count..
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
turdburgler
Profile Blog Joined January 2011
England6749 Posts
July 13 2011 14:51 GMT
#91
let's be honest, if a single person in the whole world had perfect mechanics it would make sense to say the game is too easy. but since people still cant handle sc2 mechanics rose tinting memories of brood war doesnt really add to the discussion x)
rafaliusz
Profile Joined December 2009
Poland482 Posts
July 13 2011 14:52 GMT
#92
No, the game is easy enough already. Judging your worker count is a very important part of the skill, it's actually really hard to keep correct number and believe me or not - a lot of high level players struggle with it, it doesn't mean tho that it should be removed from the game.
me_viet
Profile Blog Joined April 2010
Australia1350 Posts
July 13 2011 14:52 GMT
#93
Well, in that same sense let's all have tanks auto-shoot baneling clumps and marines auto-spread when banelings roll-in like the atuo-maton200k. Let's justs have the game work out the best course of micro-action for us so we, as the commanding general, justs concentrate on the strategy side.

It's this kind of thinking that dumbs down games with the 'increase fan/developer interaction': "oh herp-derp i'm bad at this, let's just qq till they make it easier". You end up with a bland game that anyone can get into, but leaves within 2 days cause it's too easy. If I want to play a mind-numbing game, i'll go play Facebook games.

I mean, if a person is intelligent, he'll work out quite fast the best way to count workers quite easily, it's not he has to do a series of complex actions or anything. I used to not know how to get a good grasp on worker numbers, and overmake them too. I kicked myself when I realised how to do it. Part of the fun of the game is finding new/quicker ways of doing the common tasks. Why shouldn't a person who dedicates time to the game not beat someone who doesn't and is supposedly 'intelligent'?

I can counter by just saying, maybe they're not that intelligent to not see how to count workers just by selecting them.
Technique
Profile Joined March 2010
Netherlands1542 Posts
July 13 2011 14:54 GMT
#94
This game is already so piss easy lol.
If you think you're good, you suck. If you think you suck, you're getting better.
me_viet
Profile Blog Joined April 2010
Australia1350 Posts
July 13 2011 14:54 GMT
#95
On July 13 2011 23:46 EnSky wrote:
Having worker count is useful indeed but quite unnecessary. Next thing you know, someone's gonna be asking for the production tab to be displayed as well.lol


On July 13 2011 23:50 Ch3rry wrote:
Well, as for myself, I think all the observer info should be avaible in-game (of course not showing opponent stats).
UI Improvement is Improvement.



Wow...That's just...Might as well have a robot play for you and auto-mate everything...
Sueco
Profile Joined September 2009
Sweden283 Posts
July 13 2011 14:56 GMT
#96

Hey you know what we should do to make the game require even more skill? REMOVE THE SUPPLY COUNTER, that way only people that can count and click at inhuman speed are ever going to be able to be good at it, and the rest of us will be reduced to watching in awe.

Tbh, I don't understand why people seem to think that limiting the information given to the player makes for better gameplay.
Gurblechev
Profile Joined May 2011
188 Posts
July 13 2011 14:57 GMT
#97
On July 13 2011 23:52 me_viet wrote:
Well, in that same sense let's all have tanks auto-shoot baneling clumps and marines auto-spread when banelings roll-in like the atuo-maton200k. Let's justs have the game work out the best course of micro-action for us so we, as the commanding general, justs concentrate on the strategy side.

It's this kind of thinking that dumbs down games with the 'increase fan/developer interaction': "oh herp-derp i'm bad at this, let's just qq till they make it easier". You end up with a bland game that anyone can get into, but leaves within 2 days cause it's too easy. If I want to play a mind-numbing game, i'll go play Facebook games.

I mean, if a person is intelligent, he'll work out quite fast the best way to count workers quite easily, it's not he has to do a series of complex actions or anything. I used to not know how to get a good grasp on worker numbers, and overmake them too. I kicked myself when I realised how to do it. Part of the fun of the game is finding new/quicker ways of doing the common tasks. Why shouldn't a person who dedicates time to the game not beat someone who doesn't and is supposedly 'intelligent'?

I can counter by just saying, maybe they're not that intelligent to not see how to count workers just by selecting them.

The things you mentioned involve reacting to your opponent.

Things like automining and counting your workers are just interface impediments.
Gurblechev
Profile Joined May 2011
188 Posts
July 13 2011 15:00 GMT
#98
On July 13 2011 23:56 Sueco wrote:

Hey you know what we should do to make the game require even more skill? REMOVE THE SUPPLY COUNTER, that way only people that can count and click at inhuman speed are ever going to be able to be good at it, and the rest of us will be reduced to watching in awe.

Tbh, I don't understand why people seem to think that limiting the information given to the player makes for better gameplay.

It's probably because they are afraid that on equal footing with their opponent they will lose, so they want interface impediments that require practice to overcome. This rewards them simply for practicing, rather than being intelligent or creative.
me_viet
Profile Blog Joined April 2010
Australia1350 Posts
July 13 2011 15:01 GMT
#99
On July 13 2011 23:56 Sueco wrote:

Hey you know what we should do to make the game require even more skill? REMOVE THE SUPPLY COUNTER, that way only people that can count and click at inhuman speed are ever going to be able to be good at it, and the rest of us will be reduced to watching in awe.

Tbh, I don't understand why people seem to think that limiting the information given to the player makes for better gameplay.


Because half the game is based on infered -information? While you're at it, then why not just show how many units the opponent has and how many production structures he has going for him, and what he's building too?

I actually wouldn't mind removing supply count lol, most player has it so worked into their build at the start already, and then late game just build supplies auto every few seconds. I mean when you have 4 fact running and 2 starport on 3 base, you're not going to be thinking when you need supply, you just KNOW you need it. Same with making units as zerg, i'm sure every top pros have been making overlords with everyone of their inject rounds.

I think EGMachine said he knows by heart every overlord counts up to 100 supply in bw, and is trying to do that for sc2 too.
TheResidentEvil
Profile Joined September 2010
United States991 Posts
July 13 2011 15:04 GMT
#100
You can't really believe that boxing units and counting is part of skill. I think it would be a nice addition.
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