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I was wondering about an idea last night and I thought I would post it here to get a few opinions.
We all know there is an idle worker UI mechanic within the game already, but I was wondering, (especially as I am a zerg player), how it would be really useful to have a worker count too, one that would show how many workers you have at that time.
As a Zerg I have major problems stopping at 70-80 drones and I think this would be a great help.
What do you guys think of this idea? Do you think it would be accepted if it was to happen? And how would it affect pro games ect?
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A part of learning macro is being able to judge how robust your economy is. Adding a worker counter in game would be unnecessarily lowering the skill cap of the game. After a while you get a feel for how many workers you have just fine.
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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.
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i wouldnt mind having this, during multi pronged drop attacks and having some 7 hatcheries that you keep taking drones off of and putting back on you can get pretty lost in your worker count. ive been at 40 drones quite a number of games thinking i was still around 70 and its not like im some random diamond noob. im nearly gm 
even just a workers lost count would be extremely helpful
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Like automining aint enough. Lets ruin the game even more.
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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....
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Play vs AI, make alot of workers and learn to estimate how many you have by just boxing every worker at each base....
thats atleast what i did when i started playing!
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You can box all of your workers and after a while you can estimate how many you got and also if you got 3base running constantly while being fully saturated you got enough. So dont be lazy and count them P
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Yea, its good just to box real quick, 8 units per row x number of rows and you can count very quickly.
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no way man. i prefer to just guess and judge my macro based on myself not on some noob mechanic counter.
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People just want to make ridiculous UI to aid their play. Multi-building selection + unlimited control group + smart cast + smart rally point + in-game timer....and now worker count as well? I wonder when people make demand like auto workers production etc... Stop it!!!!!
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I don't see why this should be necessary. Most zerg players seem to want around 22 drones per base, that's 16 on minerals. Box the minerals and look if they make up two full rows. If yes, you have 22, repeat for each base, then do the math. Only takes a few seconds and if you're horrible at math you'll improve that too .
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What i could accept would be the same for bases as for gas geysers. You can check your gas geysers for how many workers are mining it by clicking on it.
What if you could click on a base to see how many workers are mining there?
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Why not go the Age of Mythology way and add a "repeat button" for production facilities so that you can tell any building to constantly build a certain unit on its own 100% automatically. Wouldn't that be awesome? SC2 would become such a player friendly game. Then we could spend less time on macro and focus on the real tasks: A-moving clumped up unit balls into each other and watch them disappear in 5 seconds!
/irony off
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go to base, box your mineral workers, go to next base hold shift repeat?
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We need to make the mechanics harder if anything, not even easier.
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I wouldn't like this change. I'd liken it to a feature that allowed you to see the counts of all of your units (a la the unit tab during a replay). It lowers the level of awareness required to play the game, which has already been lowered a lot from BW->SC2.
That being said, I also don't like the idle worker count. Makes it too easy to be careless with your worker mechanics (especially as Terran).
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Look ODKStevez, the game really, really doesn't need this addon. It would be a pointless feature. Just learn to judge and you will be fine. Sorry about all the other people in this thread, even though they have a point. I hardly see this as a thread worthy post. In addition there is already another thread out there where you can ask questions that don't deserve a thread of their own. This would go in there I would presume.
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ctrl+click workers. subtract 2/4 (if you have 1 or 2 geysers fully mining) from the unit count in middle of the UI if you want to know how many are on minerals. 8 units per horizontal row btw
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CTRL click drone in your first base, ctrl + 0 save them to (probably unused) control group, SHIFT + CTRL click to add drones from your other bases (if you want you can click twice for a base to add the drones that were in the geyser) and a look at the unit number will show you the number of your drones. /done
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I hope this never gets put in. If you want to know how many workers you have at a base then setect them all, assuming 2 gas then if you have 2 and a half lines of workers then your saturated assuming a regular blue mineral base with all patches.
Once you are on 3 MINING bases then you just want to slightly over saturate, take a 4th and then only make drones if you loose them or for additional gas and buildings
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Or you could pick terran and spam orbital commands when you get to 200/200 and not care. xD
On July 13 2011 20:56 turdburgler wrote: go to base, box your mineral workers, go to next base hold shift repeat? This
If it's really super important that you know exactly how many workers you have this is the best way to do it, although it'd be better if you just play the game and get a "feel" for how many workers you have so you don't waste valuable actions in the later stages of the game manually counting the workers
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On July 13 2011 20:52 SnuggleZhenya wrote: Yea, its good just to box real quick, 8 units per row x number of rows and you can count very quickly.
This, they already helped this out a lot by basically all the standard maps having 8 minerals per base on a standard blue base, so 3 rows and you know you're saturated.
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Please Blizzard, do not take changes like this into account... I mean this would be just to much. When I play BroodWar from time to time I really notice how much credit more has to be given towards players like Flash and Jaedong. So please dont take away even more skill based game elements off of Starcraft 2!
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On July 13 2011 20:37 iMp.will. wrote: Like automining aint enough. Lets ruin the game even more.
I totally agree! They're just noobing the game for everyone! Instead of noobing it they should have made it harder by removing waypoints and eliminating control groups! Blizz really should listen more to the community!
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I don't think thats a good Idea, cuz it's part of having skill to count your Drones by simply selecting them and counting the Workers at the different expansions together.... The game shouldn't be too easy after all...
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what i do is i double click a worker to select all at the base and if i have 2 gases with 3 in each i should see at perfect saturation 2 rows of 8 and a row of 4. thats how i quickly check if i have too many workers or not enough workers at a base. hope this helps!
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If you really want you can quickly hotkey all your workers to some number and then you'll see roughly how many workers you have (minus the ones you missed in the gas building etc..)
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iNfeRnaL
Germany1908 Posts
Sure let's just make the game even easier... why not implement a blinking red alert if you have more than the ideal saturation as well?
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Canada13389 Posts
On July 13 2011 20:26 dTox wrote:Show nested quote +On July 13 2011 20:23 Horseballs wrote: A part of learning macro is being able to judge how robust your economy is. Adding a worker counter in game would be unnecessarily lowering the skill cap of the game. After a while you get a feel for how many workers you have just fine. This. /thread.
Agreed. Seriously, the suggestion you made OP is terrible because it takes away so much from the game. More than you probably think to be honest.
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As zerg anyway u can go past 80 until around 100 (fruitdealer does it), it works so don't worry. If u were terran or protoss it would probably be more itneresting.
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Even without all the tips above, after you play enough games, you just can look at your minerals line and have a pretty good idea if your minerals line is saturated or not.
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Canada13389 Posts
wrong thread >.< I gotta stop doing this tab thing when watching GSL >.<
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On July 13 2011 20:21 ODKStevez wrote: I was wondering about an idea last night and I thought I would post it here to get a few opinions.
We all know there is an idle worker UI mechanic within the game already, but I was wondering, (especially as I am a zerg player), how it would be really useful to have a worker count too, one that would show how many workers you have at that time.
As a Zerg I have major problems stopping at 70-80 drones and I think this would be a great help.
What do you guys think of this idea? Do you think it would be accepted if it was to happen? And how would it affect pro games ect?
You should count them yourself by boxing them. It helps to be able to asses what you see in game quickly. Day[9] even talks about it quite a bit, and how you should be trying to scout your opponents front, counting his units. At some point you should just be able to see a group of workers and guess about how many are there as well. This game should be about having experience, we don't need more handicaps like this right now.
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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.
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On July 13 2011 21:27 Caphe wrote: Even without all the tips above, after you play enough games, you just can look at your minerals line and have a pretty good idea if your minerals line is saturated or not.
And it helps your general game sense, to be able to quickly estimate amounts of units. Even if you can only get a short glimpse of the enemy it is crucial to notice unit counts.
The player that can do this more accurately, will have a strategic advantage. It is a skill among others that can and should give a noticable edge if mastered.
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I don't really think having a worker counter would make much difference for higher level players, managing worker production is nothing they really have a problem with.
However, this would be something that would help make game play for lower level players a lot more enjoyable. Meaning less casual players quitting the game out of frustration, which again leads to a larger community and future SC2 growth.
I don't see how making game play better for some could really be a bad thing as long as it does not really affect the rest in any way.. A win win if you ask me.
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On July 13 2011 20:55 Iamyournoob wrote: Why not go the Age of Mythology way and add a "repeat button" for production facilities so that you can tell any building to constantly build a certain unit on its own 100% automatically. Wouldn't that be awesome? SC2 would become such a player friendly game. Then we could spend less time on macro and focus on the real tasks: A-moving clumped up unit balls into each other and watch them disappear in 5 seconds!
/irony off
I think that's actually sarcasm.
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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.
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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.
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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!
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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.
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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.
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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
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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.
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+ 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.
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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.
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I think that it is a good idea, for it to be implemented.
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Don't let Blizzard see this. Every change they make is to make the game easier.
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i think that is good idea... it would help a lot ...end 
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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 moreits 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.
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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.
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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.
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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.
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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.
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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.
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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.
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+ 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)
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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.
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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. Mechanics like splitting are good, because that is part of strategy.
Mechanics like having to send every worker to mine even though it is obvious that you want all new workers mining instead of sitting idly is just repetitive rhythmic clicking that detracts from any strategy aspects. If someone with a better strategy loses because he doesn't click a worker and send it to mine every x seconds then the game is a shitty excuse for a strategy game.
The people begging for interface impediments are probably not good strategists at all and need artificial barriers to keep people who are smarter than them from beating them, simply because they have poured more hours into practicing their repetitive and rhythmic clicking.
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I'm glad I'm not the only one who dislikes difficulty which is based upon struggling with the game's interface, even if I'm part of the minority.
I don't know why this game needs artificially created difficulty based upon its interface, and I didn't understand why BW needed it either--there is enough depth in unit control and decisionmaking in both games that it would be almost impossible to reach their skill ceilings if 100% of your economy was automated (put down a base and it automatically harvests everything for you, for instance).
But, I come from a Total Annihilation background, so there you go.
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This is so dumb. Why do people wanna dumb things down even more? I agree with meRz, there is ingame clock, automining,mbs, no max unit selection and you even have a message telling you when you can spawn larvae, mules and chronoboost again (!!!). It's like the players that aint that good wanna cut corners just because they can't stand that some players are dedicated to Starcraft and kows alot about all kinds of stuff.
Imagine if Blizzard allowed modding, all kinds of noob mods would be out and it would be horrible. Everyone who plays HoN knows what im talking about.
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On July 13 2011 22:57 meRz 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 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.
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On the topic of adding things to dumb down the game and clutter the screen.
I've always wished we could have a unit production tab like in replays just so i can see if i really built an overlord or not. Do it right now Blizzard or I'll become an angry TL poster.
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On July 13 2011 23:05 Gosi wrote: This is so dumb. Why do people wanna dumb things down even more? I agree with meRz, there is ingame clock, automining,mbs, no max unit selection and you even have a message telling you when you can spawn larvae, mules and chronoboost again (!!!). It's like the players that aint that good wanna cut corners just because they can't stand that some players are dedicated to Starcraft and kows alot about all kinds of stuff.
Imagine if Blizzard allowed modding, all kinds of noob mods would be out and it would be horrible. Everyone who plays HoN knows what im talking about. I would call interface impediments like no auto mining and no multiple building selection "dumbing the game down", because it takes away aspects based on intelligence (strategy) and gives weight to practiced repetition.
I personally prefer starcraft be somewhat like a real time chess, rather than a glorified Guitar Hero or DDR.
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A lot of the reactions I've seen here mirror the initial feelings a lot of people had about the in-game timer, and I feel like the issues are fairly similar. At the higher levels it would make no difference, and at the lower levels it could help players improve their game faster. While it may be a little handholdy, I don't see what the problem would be with giving the player information about it own units.
For everyone insisting that it would lower the skill cap: removing the food count from the top right would have an opposite effect as displaying the worker count, but it is good for the game because it helps players refine their builds and leads to slicker, more advanced strategies more quickly.
EDIT: Rhetorical questions are dumb
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On July 13 2011 23:11 Gurblechev wrote:Show nested quote +On July 13 2011 23:05 Gosi wrote: This is so dumb. Why do people wanna dumb things down even more? I agree with meRz, there is ingame clock, automining,mbs, no max unit selection and you even have a message telling you when you can spawn larvae, mules and chronoboost again (!!!). It's like the players that aint that good wanna cut corners just because they can't stand that some players are dedicated to Starcraft and kows alot about all kinds of stuff.
Imagine if Blizzard allowed modding, all kinds of noob mods would be out and it would be horrible. Everyone who plays HoN knows what im talking about. I would call interface impediments like no auto mining and no multiple building selection "dumbing the game down", because it takes away aspects based on intelligence (strategy) and gives weight to practiced repetition. I personally prefer starcraft be somewhat like a real time chess, rather than a glorified Guitar Hero or DDR. Let me guess, you don't have that good mechanics do you? It's like you're mad of losing because some people plays alot and just runs over you ingame with their superior mechanics and speed. Starcraft is not the game for you if you can't stand that it's not just about strategy.
And btw, all the "X takes away aspects based on intelligence (strategy) from the game!!" I don't buy. It's not like sending your workers to mine or boxing your mineral lines to check unit count takes away strategy from the game, lol.
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Yeah, I would also like this but this is just another measure to make the game easier and all of these should not be in the game.
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On July 13 2011 23:16 Gosi wrote:Show nested quote +On July 13 2011 23:11 Gurblechev wrote:On July 13 2011 23:05 Gosi wrote: This is so dumb. Why do people wanna dumb things down even more? I agree with meRz, there is ingame clock, automining,mbs, no max unit selection and you even have a message telling you when you can spawn larvae, mules and chronoboost again (!!!). It's like the players that aint that good wanna cut corners just because they can't stand that some players are dedicated to Starcraft and kows alot about all kinds of stuff.
Imagine if Blizzard allowed modding, all kinds of noob mods would be out and it would be horrible. Everyone who plays HoN knows what im talking about. I would call interface impediments like no auto mining and no multiple building selection "dumbing the game down", because it takes away aspects based on intelligence (strategy) and gives weight to practiced repetition. I personally prefer starcraft be somewhat like a real time chess, rather than a glorified Guitar Hero or DDR. Let me guess, you don't have that good mechanics do you? It's like you're mad of losing because some people plays alot and just runs over you ingame with their superior mechanics and speed. Starcraft is not the game for you if you can't stand that it's not just about strategy. Actually my biggest weakness is I suck at strategy. I beat all my friends based on mechanics alone regardless of which strategy I choose.
I just prefer strategy games to rhythm and timing games. Everyone is entitled to their preference of course, but since Starcraft claims to be a real time strategy game I feel it should focus on real time strategy aspects not rhythm and timing.
To each his own.
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So if Broodwar didnt have it, sc2 shouldnt have it? What is the problem of making the UI more efficient? Sc2 pros litter their games with errors, its not like anyone here is near skillcap, so dont talk about making it easy.
You armchair-admins/pros should really open your eyes to improvement instead of repeating the 10 year old arguments just to make you feel old-school and good.
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On July 13 2011 23:05 Gurblechev wrote:Show nested quote +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.
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I absolutely dont support this idea. Its like feeding easy information to the players. Come on the whole point of the game is worker management and battle strats.. I even hated the geyser change where it now shows how many workers are extracting gas.
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On July 13 2011 23:19 meRz wrote:Show nested quote +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.
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Right,let's take out the skill in the game...but only step by step. -.-
NO to worker count!
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On July 13 2011 23:23 Gurblechev wrote:Show nested quote +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.
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On July 13 2011 23:19 exog wrote: So if Broodwar didnt have it, sc2 shouldnt have it? What is the problem of making the UI more efficient? Sc2 pros litter their games with errors, its not like anyone here is near skillcap, so dont talk about making it easy.
You armchair-admins/pros should really open your eyes to improvement instead of repeating the 10 year old arguments just to make you feel old-school and good. How is it an improvement? It doesn't make the game better in any way, it actually takes away because there is less room for error.
And the game is out for just a year, it would be a terrible game if people already mastered it....
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I'm a SC2 spectator, so for me personally anything that cheapens or lessens the skill factor of the players i watch by giving them free information just makes the game dull and more predictable.
I don't think the game needs to be any easier than what it is already. I think Blizzard realizes this.
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On July 13 2011 21:52 Wrongspeedy wrote:Show nested quote +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. well, I believe that by making it easier to access (plus the fact that you don't have to go to each base and box them all, also risking missing some which are mining gas), the lower can get a hang of the game even faster and more people would be able to get on to the strategy side of the game (Where the fun begins)
Those who are upset about these changes really confuses me, are they worried that they are going to get beaten by those who now can have better macro (or whatever it helped them)
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Let's be honest. If Broodwar had auto-mining workers, no one in the entire world would say that it's making the game too easy. The only people who want automine removed are the people who can't get over that this is a different game.
If Broodwar had automine and Blizzard took it out, you'd all just be complaining about them taking it out. No one at all would say, " WOW GREAT ADDITION BLIZZARD!! NOW WE HAVE TO TELL OUR WORKERS TO MINE! YEAH, AWESOME PATCH!!!!!!"
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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.
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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
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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.
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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
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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
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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!
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United Kingdom16710 Posts
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.
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@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.
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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.
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Dont make the game more easy. Select all your workers and count..
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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)
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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.
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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.
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This game is already so piss easy lol.
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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...
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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.
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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.
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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.
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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.
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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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Is there even a discussion here anymore? As far as I can tell, everyone is saying "select your workers, add to control group, look at number in control group"
Which is pretty much all we need o_O
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I'm an asshole, and even though I'm only low diamond, I think the skill ceiling of SC2 is really really really too low, makes it so anybody can be in GM. I'm not GM only because I don't wan't to.
So I'll throw a witty insult at the OP so that way he feels like a noob, asking for that kind of mechanics simplification, instead of simply moving along.
Now that 5pages of people answered the same way as I did, I feel really awesome, now I'll go and look at how many useless spamming posts / day I have on average.
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That being said, I don't agree at all with the OP, as there are already several means to count them, as a lot of people pointed in this thread. However, I obviously don't agree with the way that a lot of people posted the info, but hey... We're on the internet... What am I expecting... A civilized discussion? Yeah, right...
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On July 14 2011 00:00 Gurblechev wrote:Show nested quote +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.
Holy shit, you're going to fail at life if you think you can excel at anything with no practice.
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On July 14 2011 00:07 me_viet wrote:Show nested quote +On July 14 2011 00:00 Gurblechev wrote: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. Holy shit, you're going to fail at life if you think you can excel at anything with no practice. I'd prefer practicing reacting to unpredictable human opponents, rather than practicing overcoming perfectly predictable interface impediments.
If you are scared of unpredictable thinking human opponents I can see why you would prefer that the game be heavily weighted towards dealing with the predictable and consistent interface.
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On July 14 2011 00:00 Gurblechev wrote: 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. People who are willing to practice such things(aka they were smart and creative enough in the first place to realize how to do it) would be the first ones to make use of the freed up apm and improve their micro or whatever, and still crush you.
I got this great idea for a game you would love: Let's remove all execution, that is just for stupid robots. Everyone just writes a script beforehand and then we have 2 computer executing it flawlessly - the better strategy wins! To make it less boring to play(aka watch) everytime you click somewhere a random explosion (or boobs for the older ones) appear and do terrible terrible damage. Perfect strategy game, isn't it?
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why not you play turn base strategy game, no multitasking needed.
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On July 14 2011 00:17 clusen wrote:Show nested quote +On July 14 2011 00:00 Gurblechev wrote: 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. People who are willing to practice such things(aka they were smart and creative enough in the first place to realize how to do it) would be the first ones to make use of the freed up apm and improve their micro or whatever, and still crush you. I got this great idea for a game you would love: Let's remove all execution, that is just for stupid robots. Everyone just writes a script beforehand and then we have 2 computer executing it flawlessly - the better strategy wins! To make it less boring to play(aka watch) everytime you click somewhere a random explosion (or boobs for the older ones) appear and do terrible terrible damage. Perfect strategy game, isn't it? Well the thing is we still can't write AI that is smarter than a human, so someone who wrote their script to give themselves a degree of control would win. But yes generally any repetitive easily scriptable task should be removed to get closer to actual strategy.
Also trying to describe sending every worker to mine or control clicking your workers and setting them to a hotkey as "smart and creative" is just completely asinine and shows how you have no leg to stand on.
The reason some people prefer these interface impediments be a large part of the game is because they are completely predictable and this predictability gives them a degree of comfort.
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On July 14 2011 00:10 Gurblechev wrote:Show nested quote +On July 14 2011 00:07 me_viet wrote:On July 14 2011 00:00 Gurblechev wrote: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. Holy shit, you're going to fail at life if you think you can excel at anything with no practice. I'd prefer practicing reacting to unpredictable human opponents, rather than practicing overcoming perfectly predictable interface impediments. If you are scared of unpredictable thinking human opponents I can see why you would prefer that the game be heavily weighted towards dealing with the predictable and consistent interface.
Sorry, to continue this argument i need to understand what you mean by 'practicing reacting to unpredictable human opponents'. Because you can't 'practice a reaction' you just know that in certain scenarios there are certain solutions that are optimal, if you don't, you make a [H] thread on TL after using the search bar.
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On July 14 2011 00:21 EaryKing wrote: why not you play turn base strategy game, no multitasking needed. Because that takes away the part where you react to your opponent in real time. Having to think and react quickly are fun.
Sending workers to mine requires no thinking and does not involve reacting to your opponent. It makes the game more like two player guitar hero where you are just repeating the same repetitive timings and whoever has better rhythm and timing gets a higher score.
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On July 14 2011 00:26 Gurblechev wrote:Show nested quote +On July 14 2011 00:17 clusen wrote:On July 14 2011 00:00 Gurblechev wrote: 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. People who are willing to practice such things(aka they were smart and creative enough in the first place to realize how to do it) would be the first ones to make use of the freed up apm and improve their micro or whatever, and still crush you. I got this great idea for a game you would love: Let's remove all execution, that is just for stupid robots. Everyone just writes a script beforehand and then we have 2 computer executing it flawlessly - the better strategy wins! To make it less boring to play(aka watch) everytime you click somewhere a random explosion (or boobs for the older ones) appear and do terrible terrible damage. Perfect strategy game, isn't it? Well the thing is we still can't write AI that is smarter than a human, so someone who wrote their script to give themselves a degree of control would win. But yes generally any repetitive easily scriptable task should be removed to get closer to actual strategy.Also trying to describe sending every worker to mine or control clicking your workers and setting them to a hotkey as "smart and creative" is just completely asinine and shows how you have no leg to stand on. The reason some people prefer these interface impediments be a large part of the game is because they are completely predictable and this predictability gives them a degree of comfort.
When my stalkers are fighting versus marines it's obvious that I want to have them shoot, move away from the marines and then shoot again. This is called stutter step micro. There really isn't any decision making involved here, there's only one thing I want the stalkers to do. Can we have an option to "autocast" stutter step micro? I feel like this would give me more time to think about which units I want to produce and where I want to send them. If that were the case then I feel like I could use my intelligence and strategy to overcome my opponent rather than having to worry about doing the same repetitive task over and over again just to kill some marines. a
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This would be a good addition for sure.
To all those that say it makes the game easy, that kind of reasoning you're following could be applied to everything about the game until you had to manually click each harvester to return minerals, order each unit to attack, and so on. It's a stupid reasoning, and makes no sense.
So yes, just like many UI improvements such as addition of time, auto mining, coutrol groups, and so forth, this makes all the sense, and would just displease those that aren't thinking correctly.
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Adding a worker count to a CC/Hatchery/Nexus the same way it is done for Refineries would change nothing for the higher level of play and would just simplify an unnecessary complicated mechanic.
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On July 14 2011 00:28 me_viet wrote:Show nested quote +On July 14 2011 00:10 Gurblechev wrote:On July 14 2011 00:07 me_viet wrote:On July 14 2011 00:00 Gurblechev wrote: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. Holy shit, you're going to fail at life if you think you can excel at anything with no practice. I'd prefer practicing reacting to unpredictable human opponents, rather than practicing overcoming perfectly predictable interface impediments. If you are scared of unpredictable thinking human opponents I can see why you would prefer that the game be heavily weighted towards dealing with the predictable and consistent interface. Sorry, to continue this argument i need to understand what you mean by 'practicing reacting to unpredictable human opponents'. Because you can't 'practice a reaction' you just know that in certain scenarios there are certain solutions that are optimal, if you don't, you make a [H] thread on TL after using the search bar. You can indeed practice reacting to what human opponents do.
If you have been in a certain situation before you have a better idea of how to deal with it.
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Oh i do like that even better. Click on the nexus and it tells you how many workers are mining. Then you can still have a lot of skill because you have to click on each nexus. WIN WIN
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On July 14 2011 00:30 -Frog- wrote:Show nested quote +On July 14 2011 00:26 Gurblechev wrote:On July 14 2011 00:17 clusen wrote:On July 14 2011 00:00 Gurblechev wrote: 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. People who are willing to practice such things(aka they were smart and creative enough in the first place to realize how to do it) would be the first ones to make use of the freed up apm and improve their micro or whatever, and still crush you. I got this great idea for a game you would love: Let's remove all execution, that is just for stupid robots. Everyone just writes a script beforehand and then we have 2 computer executing it flawlessly - the better strategy wins! To make it less boring to play(aka watch) everytime you click somewhere a random explosion (or boobs for the older ones) appear and do terrible terrible damage. Perfect strategy game, isn't it? Well the thing is we still can't write AI that is smarter than a human, so someone who wrote their script to give themselves a degree of control would win. But yes generally any repetitive easily scriptable task should be removed to get closer to actual strategy.Also trying to describe sending every worker to mine or control clicking your workers and setting them to a hotkey as "smart and creative" is just completely asinine and shows how you have no leg to stand on. The reason some people prefer these interface impediments be a large part of the game is because they are completely predictable and this predictability gives them a degree of comfort. When my stalkers are fighting versus marines it's obvious that I want to have them shoot, move away from the marines and then shoot again. This is called stutter step micro. There really isn't any decision making involved here, there's only one thing I want the stalkers to do. Can we have an option to "autocast" stutter step micro? I feel like this would give me more time to think about which units I want to produce and where I want to send them. If that were the case then I feel like I could use my intelligence and strategy to overcome my opponent rather than having to worry about doing the same repetitive task over and over again just to kill some marines. a But you're wrong. It involves taking in the layout of the map, where the enemies units are, whether that is his whole army or if you could be flanked, etc.
It involves a lot of variables where a human would perform a lot better than an AI.
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No, I'm a shitty masters players but even I always know (roughly) how many workers I have at each base. It's not hard and shouldn't be easier.
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On July 14 2011 00:36 Gurblechev wrote:Show nested quote +On July 14 2011 00:30 -Frog- wrote:On July 14 2011 00:26 Gurblechev wrote:On July 14 2011 00:17 clusen wrote:On July 14 2011 00:00 Gurblechev wrote: 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. People who are willing to practice such things(aka they were smart and creative enough in the first place to realize how to do it) would be the first ones to make use of the freed up apm and improve their micro or whatever, and still crush you. I got this great idea for a game you would love: Let's remove all execution, that is just for stupid robots. Everyone just writes a script beforehand and then we have 2 computer executing it flawlessly - the better strategy wins! To make it less boring to play(aka watch) everytime you click somewhere a random explosion (or boobs for the older ones) appear and do terrible terrible damage. Perfect strategy game, isn't it? Well the thing is we still can't write AI that is smarter than a human, so someone who wrote their script to give themselves a degree of control would win. But yes generally any repetitive easily scriptable task should be removed to get closer to actual strategy.Also trying to describe sending every worker to mine or control clicking your workers and setting them to a hotkey as "smart and creative" is just completely asinine and shows how you have no leg to stand on. The reason some people prefer these interface impediments be a large part of the game is because they are completely predictable and this predictability gives them a degree of comfort. When my stalkers are fighting versus marines it's obvious that I want to have them shoot, move away from the marines and then shoot again. This is called stutter step micro. There really isn't any decision making involved here, there's only one thing I want the stalkers to do. Can we have an option to "autocast" stutter step micro? I feel like this would give me more time to think about which units I want to produce and where I want to send them. If that were the case then I feel like I could use my intelligence and strategy to overcome my opponent rather than having to worry about doing the same repetitive task over and over again just to kill some marines. a But you're wrong. It involves taking in the layout of the map, where the enemies units are, whether that is his whole army or if you could be flanked, etc. It involves a lot of variables where a human would perform a lot better than an AI.
Understood. But once I've identified a path I want my stalkers to micro along can't I just set autocast? When the marines change course or an obstacle is in my path can't I just move the stalkers with a single click and then set autocast again? Why do I have to constantly click behind them and then click on a marine or attack move on the ground? What's the purpose in constantly clicking once I've ordered my stalkers to begin stutter step microing.
I've made my strategical decision: stutter step micro along this path. If the path becomes inefficient I can quickly change the path and set autocast again. Maybe the AI can be improved so that my stalkers won't constantly try and back up into a wall. OBVIOUSLY I don't want them to do that. So once i've made my decision to engage and stutter step why should I be responsible for anything else?
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This stutter step micro is not the same thing. There is a skill involved with when to stop your stalkers to shoot so they dont get too much damage and moving the low health ones to the back. Also the concave for the stalkers.Being able to control how many stalkers are able to shoot with each stutter can greatly affect the outcome of the battle. Way different than just counting workers so you should just stop now Frog.
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On July 13 2011 20:21 ODKStevez wrote: I was wondering about an idea last night and I thought I would post it here to get a few opinions.
We all know there is an idle worker UI mechanic within the game already, but I was wondering, (especially as I am a zerg player), how it would be really useful to have a worker count too, one that would show how many workers you have at that time.
As a Zerg I have major problems stopping at 70-80 drones and I think this would be a great help.
What do you guys think of this idea? Do you think it would be accepted if it was to happen? And how would it affect pro games ect? I fully support the idea. The UI should offer to display the worker supply and unit supply instead of (or in addition to) to total used supply.
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On July 14 2011 00:39 -Frog- wrote:Show nested quote +On July 14 2011 00:36 Gurblechev wrote:On July 14 2011 00:30 -Frog- wrote:On July 14 2011 00:26 Gurblechev wrote:On July 14 2011 00:17 clusen wrote:On July 14 2011 00:00 Gurblechev wrote: 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. People who are willing to practice such things(aka they were smart and creative enough in the first place to realize how to do it) would be the first ones to make use of the freed up apm and improve their micro or whatever, and still crush you. I got this great idea for a game you would love: Let's remove all execution, that is just for stupid robots. Everyone just writes a script beforehand and then we have 2 computer executing it flawlessly - the better strategy wins! To make it less boring to play(aka watch) everytime you click somewhere a random explosion (or boobs for the older ones) appear and do terrible terrible damage. Perfect strategy game, isn't it? Well the thing is we still can't write AI that is smarter than a human, so someone who wrote their script to give themselves a degree of control would win. But yes generally any repetitive easily scriptable task should be removed to get closer to actual strategy.Also trying to describe sending every worker to mine or control clicking your workers and setting them to a hotkey as "smart and creative" is just completely asinine and shows how you have no leg to stand on. The reason some people prefer these interface impediments be a large part of the game is because they are completely predictable and this predictability gives them a degree of comfort. When my stalkers are fighting versus marines it's obvious that I want to have them shoot, move away from the marines and then shoot again. This is called stutter step micro. There really isn't any decision making involved here, there's only one thing I want the stalkers to do. Can we have an option to "autocast" stutter step micro? I feel like this would give me more time to think about which units I want to produce and where I want to send them. If that were the case then I feel like I could use my intelligence and strategy to overcome my opponent rather than having to worry about doing the same repetitive task over and over again just to kill some marines. a But you're wrong. It involves taking in the layout of the map, where the enemies units are, whether that is his whole army or if you could be flanked, etc. It involves a lot of variables where a human would perform a lot better than an AI. Understood. But once I've identified a path I want my stalkers to micro along can't I just set autocast? When the marines change course or an obstacle is in my path can't I just move the stalkers with a single click and then set autocast again? Why do I have to constantly click behind them and then click on a marine or attack move on the ground? What's the purpose in constantly clicking once I've ordered my stalkers to begin stutter step microing. I've made my strategical decision: stutter step micro along this path. If the path becomes inefficient I can quickly change the path and set autocast again. Maybe the AI can be improved so that my stalkers won't constantly try and back up into a wall. OBVIOUSLY I don't want them to do that. So once i've made my decision to engage and stutter step why should I be responsible for anything else? Sure. Being able to waypoint or queue that sort of thing up wouldn't bother me at all.
Like I said I prefer real time strategy over rhythm and timing. Taking away things that are just mindless repetitive clicking is good.
But you can't make it too automated or you have not helped but actually hurt the strategy aspects. Someone with finer grained control over their units could abuse your unthinking automation by herding your units somewhere that a human would have known was a trap.
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And that skill takes hours of practice to master just like it takes hours of practice to master the multitasking required to build units, supply structures, buildings, control your army, scout and check your worker saturation constantly. If all I have to do is check a counter to see how many workers I have then you've removed an element of what is required to be good at multitasking in SC2 and you've made it easier to reach the skill cap.
I don't believe that adding the counter will break the game - not even close - but when you start adding features like this they will eventually add up so that the game becomes easier to master.
Strategy is of course vital to your success in SC2 and it requires you to be creative and intelligent; not to mention the countless hours of practice and brainstorming required to have good strategy. But mastering multitasking also requires you to be highly intelligent and to have a powerful enough mind to juggle many tasks at once and decide which ones are the most important at the moment.
Watching a player that is able to multitask well is one of the most impressive things for a spectator and makes the game a pleasure to watch. That's why in Broodwar when you'd see a pro with no idle workers, never being supply capped, constantly attacking and defending and moving around the map it was so impressive. I'm not saying we need to take away automine but I do believe we should keep as many multitasking elements in the game as we can to make it more enjoyable for a spectator and to keep the skill cap high so the game has longevity.
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On July 14 2011 00:48 -Frog- wrote: And that skill takes hours of practice to master just like it takes hours of practice to master the multitasking required to build units, supply structures, buildings, control your army, scout and check your worker saturation constantly. If all I have to do is check a counter to see how many workers I have then you've removed an element of what is required to be good at multitasking in SC2 and you've made it easier to reach the skill cap.
I don't believe that adding the counter will break the game - not even close - but when you start adding features like this they will eventually add up so that the game becomes easier to master.
Strategy is of course vital to your success in SC2 and it requires you to be creative and intelligent; not to mention the countless hours of practice and brainstorming required to have good strategy. But mastering multitasking also requires you to be highly intelligent and to have a powerful enough mind to juggle many tasks at once and decide which ones are the most important at the moment.
Watching a player that is able to multitask well is one of the most impressive things for a spectator and makes the game a pleasure to watch. That's why in Broodwar when you'd see a pro with no idle workers, never being supply capped, constantly attacking and defending and moving around the map it was so impressive. I'm not saying we need to take away automine but I do believe we should keep as many multitasking elements in the game as we can to make it more enjoyable for a spectator and to keep the skill cap high so the game has longevity. Do you feel chess is easy to master? There are no interface impediments in chess.
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On July 14 2011 00:51 Gurblechev wrote:Show nested quote +On July 14 2011 00:48 -Frog- wrote: And that skill takes hours of practice to master just like it takes hours of practice to master the multitasking required to build units, supply structures, buildings, control your army, scout and check your worker saturation constantly. If all I have to do is check a counter to see how many workers I have then you've removed an element of what is required to be good at multitasking in SC2 and you've made it easier to reach the skill cap.
I don't believe that adding the counter will break the game - not even close - but when you start adding features like this they will eventually add up so that the game becomes easier to master.
Strategy is of course vital to your success in SC2 and it requires you to be creative and intelligent; not to mention the countless hours of practice and brainstorming required to have good strategy. But mastering multitasking also requires you to be highly intelligent and to have a powerful enough mind to juggle many tasks at once and decide which ones are the most important at the moment.
Watching a player that is able to multitask well is one of the most impressive things for a spectator and makes the game a pleasure to watch. That's why in Broodwar when you'd see a pro with no idle workers, never being supply capped, constantly attacking and defending and moving around the map it was so impressive. I'm not saying we need to take away automine but I do believe we should keep as many multitasking elements in the game as we can to make it more enjoyable for a spectator and to keep the skill cap high so the game has longevity. Do you feel chess is easy to master? There are no interface impediments in chess.
errr... different genre of games, Chess isn't real-time. Play the new Heroes of Might and Magic if you want turn base. No Interface impediment there.
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Essentially, this is a continuation to the of geyser worker count. People thought geysers shouldnt show worker count because it was an indication of skill, but tbh it was just an interface impediment. Starcraft skill shouldnt be fighting the interface, it should be everything else.
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Group all workers, and look at the number
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The easiest way to tell if something requires skill or not is to compare it to a pro doing it. If me and MC were doing stutter step micro against marines, will I be able to do it as well as him? Hell no. I can count my workers just as well as MC. He isn't any better than me at it.
Things like this are GOOD for starcraft 2. How many times have you watched a game where a person isn't looking at his army and it gets attacked? He is too busy with asinine things like counting workers. It isn't skill on the other player that he happened to attack when the guy wasn't looking.
Freeing up APM is great for sc2. Army control is such a huge part of this game. I can see MC do things with his army that I would die with the same army in seconds. Look at micro bot. It uses an APM of like 1000 to do amazing things. Macro in SC2 is not like SC1. You can't just focus on macro and win the game because its not like BW. Macro in BW was so many little things added up that it could win you the game. SC2 has a lot more to do with army control.
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On July 14 2011 00:57 Sueco wrote:
Essentially, this is a continuation to the of geyser worker count. People thought geysers shouldnt show worker count because it was an indication of skill, but tbh it was just an interface impediment. Starcraft skill shouldnt be fighting the interface, it should be everything else. It was because it was very hard to spot if you had more than 3 workers due to the way they stack on geysers.
It isn't hard to see when your mineral line is oversaturated.
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On July 14 2011 00:51 Gurblechev wrote:Show nested quote +On July 14 2011 00:48 -Frog- wrote: And that skill takes hours of practice to master just like it takes hours of practice to master the multitasking required to build units, supply structures, buildings, control your army, scout and check your worker saturation constantly. If all I have to do is check a counter to see how many workers I have then you've removed an element of what is required to be good at multitasking in SC2 and you've made it easier to reach the skill cap.
I don't believe that adding the counter will break the game - not even close - but when you start adding features like this they will eventually add up so that the game becomes easier to master.
Strategy is of course vital to your success in SC2 and it requires you to be creative and intelligent; not to mention the countless hours of practice and brainstorming required to have good strategy. But mastering multitasking also requires you to be highly intelligent and to have a powerful enough mind to juggle many tasks at once and decide which ones are the most important at the moment.
Watching a player that is able to multitask well is one of the most impressive things for a spectator and makes the game a pleasure to watch. That's why in Broodwar when you'd see a pro with no idle workers, never being supply capped, constantly attacking and defending and moving around the map it was so impressive. I'm not saying we need to take away automine but I do believe we should keep as many multitasking elements in the game as we can to make it more enjoyable for a spectator and to keep the skill cap high so the game has longevity. Do you feel chess is easy to master? There are no interface impediments in chess.
No. However there are no multitasking elements in chess in the first place so it's a moot point. Starcraft is a game that requires you to be intelligent enough to create diverse strategies to be able to make quick decisions. It is also a game that requires you to be intelligent enough to do all of the above while managing your units and economy.
I understand "I don't want to fight against the interface" argument but at the same time we need the interface to be inefficient so that players can be differentiated from each other in more ways than strategy.
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"We need the interface to be inefficient." You can't argue with that.
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On July 14 2011 00:05 JinDesu wrote: Is there even a discussion here anymore? As far as I can tell, everyone is saying "select your workers, add to control group, look at number in control group"
Which is pretty much all we need o_O
That's exactly what we need!
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On July 14 2011 00:59 TheResidentEvil wrote:I can count my workers just as well as MC. He isn't any better than me at it.
Of course you can count just as well as MC. However you can't count as quickly as he can and you can't count as well as him while other tasks require your attention. That makes him better than you and it makes him an exciting and interesting player to watch.
Of course it's a small part of why he's interesting to watch and why he's good but it IS relevant and if multitasking elements like keeping track of your worker count are removed then they will add up eventually.
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Northern Ireland2557 Posts
you should select all your workers and subtract 2 since 2 are always in a geyser, IdrA does this all the time on his stream to know when to cut workers or how much upgrades/tech/production he can support
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On July 14 2011 00:26 Gurblechev wrote: Also trying to describe sending every worker to mine or control clicking your workers and setting them to a hotkey as "smart and creative" is just completely asinine and shows how you have no leg to stand on. I didn't describe the clicking itself as smart or creative, but the fact that people figured out how to do it in a effective manner. It doesn't need much apm or training, it is an easy thing to do once you know how.
People were so smart to realize what they have to do to become better and came up with ways to do it. Something that is impossible in your small world, because everyone with good mechanics seems to be a stupid, uncreative robot according to your posts. And that is basically the only argument you have, which is pretty sad.
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On July 14 2011 01:02 -Frog- wrote:Show nested quote +On July 14 2011 00:51 Gurblechev wrote:On July 14 2011 00:48 -Frog- wrote: And that skill takes hours of practice to master just like it takes hours of practice to master the multitasking required to build units, supply structures, buildings, control your army, scout and check your worker saturation constantly. If all I have to do is check a counter to see how many workers I have then you've removed an element of what is required to be good at multitasking in SC2 and you've made it easier to reach the skill cap.
I don't believe that adding the counter will break the game - not even close - but when you start adding features like this they will eventually add up so that the game becomes easier to master.
Strategy is of course vital to your success in SC2 and it requires you to be creative and intelligent; not to mention the countless hours of practice and brainstorming required to have good strategy. But mastering multitasking also requires you to be highly intelligent and to have a powerful enough mind to juggle many tasks at once and decide which ones are the most important at the moment.
Watching a player that is able to multitask well is one of the most impressive things for a spectator and makes the game a pleasure to watch. That's why in Broodwar when you'd see a pro with no idle workers, never being supply capped, constantly attacking and defending and moving around the map it was so impressive. I'm not saying we need to take away automine but I do believe we should keep as many multitasking elements in the game as we can to make it more enjoyable for a spectator and to keep the skill cap high so the game has longevity. Do you feel chess is easy to master? There are no interface impediments in chess. No. However there are no multitasking elements in chess in the first place so it's a moot point. Starcraft is a game that requires you to be intelligent enough to create diverse strategies to be able to make quick decisions. It is also a game that requires you to be intelligent enough to do all of the above while managing your units and economy. I understand "I don't want to fight against the interface" argument but at the same time we need the interface to be inefficient so that players can be differentiated from each other in more ways than strategy. I disagree. My point with chess is that it is a pure strategy game and pure strategy games have a lot of depth and are difficult to master because you are fighting an intelligent opponent rather than a predictable interface. Removing interface impediments to let the strategy aspects shine through in no way at all "dumbs the game down", or makes it "easy to master" or any nonsense reasoning like that.
I would prefer to see professional players showcase their multitasking in the form of strategy elements, like multi pronged attacks, attacking and defending at the same time, attacking while adding tech and altering their unit composition, etc.
I don't think that rhythm and timing elements improve the game at all, as I prefer real time strategy games over rhythm and timing games. If I wanted to see impressive repetitive clicking I would watch people play Guitar Hero.
And of course this is just my opinion. Some people may prefer rhythm and timing aspects. That is fine if that is what they like. But I like real time strategy and I would like Starcraft to focus on real time strategy since that is the genre it claims to be.
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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.
Fog of war is limiting information. Should we remove it as well? Hiding the production / unit / income tab is hiding/limiting information. Should be accesable during the game by the players.
About "only strategic decisions should be relevant not stupid clicking mechanics". I'd love to be able to tell my Immortals to only shoot at armored units. I'd love to tell my Banshees to kill marines without taking damage. I'd love to tell my individual roaches when to burrow so they avoid dieing. I'd love to tell my marines to do a perfect split when the banelings start to roll. I'd love to tell my Nexus/CC that it should constantly produce workers until I tell it to stop. I'd love to tell my rax/warpgates/robo/.... what unit it should build and have it constantly producing.
See - I can make ridiculous statements as well!
There needs to be a certain mechanical difficulty in the game. Or it would become very boring to watch for the majority of people (people want to see goals in football - not static defense lines).
I personally dont see the need for a worker count. Shift-Click all workers. Each full page has 24 workers. For a strategic genius it should be really easy to see how many workers he has if it's easy for me. 3*24 isnt really high math 
On July 14 2011 01:16 Gurblechev wrote: I would prefer to see professional players showcase their multitasking in the form of strategy elements, like multi pronged attacks, attacking and defending at the same time, attacking while adding tech and altering their unit composition, etc.
Sorry to take you as an example  Isnt the strategic decision "I want to do a multipronged attack". So wouldnt be an interface a better solution if it would have the ability to say "At <time> you attack here, you attack over there, and you attack there". All this while microing perfectly. It would remove the mechanical requirement and leave only the strategy. That's basically how you sound like :/ (even if you mean something different)
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On July 14 2011 01:02 -Frog- wrote:Show nested quote +On July 14 2011 00:51 Gurblechev wrote:On July 14 2011 00:48 -Frog- wrote: And that skill takes hours of practice to master just like it takes hours of practice to master the multitasking required to build units, supply structures, buildings, control your army, scout and check your worker saturation constantly. If all I have to do is check a counter to see how many workers I have then you've removed an element of what is required to be good at multitasking in SC2 and you've made it easier to reach the skill cap.
I don't believe that adding the counter will break the game - not even close - but when you start adding features like this they will eventually add up so that the game becomes easier to master.
Strategy is of course vital to your success in SC2 and it requires you to be creative and intelligent; not to mention the countless hours of practice and brainstorming required to have good strategy. But mastering multitasking also requires you to be highly intelligent and to have a powerful enough mind to juggle many tasks at once and decide which ones are the most important at the moment.
Watching a player that is able to multitask well is one of the most impressive things for a spectator and makes the game a pleasure to watch. That's why in Broodwar when you'd see a pro with no idle workers, never being supply capped, constantly attacking and defending and moving around the map it was so impressive. I'm not saying we need to take away automine but I do believe we should keep as many multitasking elements in the game as we can to make it more enjoyable for a spectator and to keep the skill cap high so the game has longevity. Do you feel chess is easy to master? There are no interface impediments in chess. No. However there are no multitasking elements in chess in the first place so it's a moot point. Starcraft is a game that requires you to be intelligent enough to create diverse strategies to be able to make quick decisions. It is also a game that requires you to be intelligent enough to do all of the above while managing your units and economy. I understand "I don't want to fight against the interface" argument but at the same time we need the interface to be inefficient so that players can be differentiated from each other in more ways than strategy.
Why do we need players to be differentiated from each other in more ways than strategy?
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On July 13 2011 20:37 iMp.will. wrote: Like automining aint enough. Lets ruin the game even more.
Yeah you are right. Making people do exhausting, stupid and repetitive stuff is the way to improve a game.
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On July 14 2011 01:24 Zocat wrote:Show nested quote +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. Fog of war is limiting information. Should we remove it as well? Hiding the production / unit / income tab is hiding/limiting information. Should be accesable during the game by the players. About "only strategic decisions should be relevant not stupid clicking mechanics". I'd love to be able to tell my Immortals to only shoot at armored units. I'd love to tell my Banshees to kill marines without taking damage. I'd love to tell my individual roaches when to burrow so they avoid dieing. I'd love to tell my marines to do a perfect split when the banelings start to roll. I'd love to tell my Nexus/CC that it should constantly produce workers until I tell it to stop. I'd love to tell my rax/warpgates/robo/.... what unit it should build and have it constantly producing. See - I can make ridiculous statements as well! There needs to be a certain mechanical difficulty in the game. Or it would become very boring to watch for the majority of people (people want to see goals in football - not static defense lines). I personally dont see the need for a worker count. Shift-Click all workers. Each full page has 24 workers. For a strategic genius it should be really easy to see how many workers he has if it's easy for me. 3*24 isnt really high math  Show nested quote +On July 14 2011 01:16 Gurblechev wrote: I would prefer to see professional players showcase their multitasking in the form of strategy elements, like multi pronged attacks, attacking and defending at the same time, attacking while adding tech and altering their unit composition, etc. Sorry to take you as an example  Isnt the strategic decision "I want to do a multipronged attack". So wouldnt be an interface a better solution if it would have the ability to say "At <time> you attack here, you attack over there, and you attack there". All this while microing perfectly. It would remove the mechanical requirement and leave only the strategy. That's basically how you sound like :/ (even if you mean something different) AI is not that advanced. A human with finer grained control will be able to execute that better or take advantage of flaws in your AI to crush your attack.
I have never claimed it should be AI vs AI. Simply that adding artificial impediments to having the humans showcase their own intelligence and creativity is not interesting to me. Sending your worker to mine when it pops out requires no intelligence, just timing and rhythmic repetition.
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On July 14 2011 01:33 Gurblechev wrote:Show nested quote +On July 14 2011 01:24 Zocat wrote: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. Fog of war is limiting information. Should we remove it as well? Hiding the production / unit / income tab is hiding/limiting information. Should be accesable during the game by the players. About "only strategic decisions should be relevant not stupid clicking mechanics". I'd love to be able to tell my Immortals to only shoot at armored units. I'd love to tell my Banshees to kill marines without taking damage. I'd love to tell my individual roaches when to burrow so they avoid dieing. I'd love to tell my marines to do a perfect split when the banelings start to roll. I'd love to tell my Nexus/CC that it should constantly produce workers until I tell it to stop. I'd love to tell my rax/warpgates/robo/.... what unit it should build and have it constantly producing. See - I can make ridiculous statements as well! There needs to be a certain mechanical difficulty in the game. Or it would become very boring to watch for the majority of people (people want to see goals in football - not static defense lines). I personally dont see the need for a worker count. Shift-Click all workers. Each full page has 24 workers. For a strategic genius it should be really easy to see how many workers he has if it's easy for me. 3*24 isnt really high math  On July 14 2011 01:16 Gurblechev wrote: I would prefer to see professional players showcase their multitasking in the form of strategy elements, like multi pronged attacks, attacking and defending at the same time, attacking while adding tech and altering their unit composition, etc. Sorry to take you as an example  Isnt the strategic decision "I want to do a multipronged attack". So wouldnt be an interface a better solution if it would have the ability to say "At <time> you attack here, you attack over there, and you attack there". All this while microing perfectly. It would remove the mechanical requirement and leave only the strategy. That's basically how you sound like :/ (even if you mean something different) AI is not that advanced. A human with finer grained control will be able to execute that better or take advantage of flaws in your AI to crush your attack. I have never claimed it should be AI vs AI. Simply that adding artificial impediments to having the humans showcase their own intelligence and creativity is not interesting to me. Sending your worker to mine when it pops out requires no intelligence, just timing and rhythmic repetition.
Where did I mention AI? Telling my unit to attack unit X instead of Y is not AI. It's just a stupid mechanic like sending my workers to mine. I just fail at clicking and an option to tell my unit prior to the battle to combat specific units would help me to concentrate more on the strategic aspect of the game.
How can a human take advantage of the option "If you have blink, blink back as soon as your shields are down"? Or "if you're about to die from the next shot - burrow!".
Attacking at the same time is also no AI. It would just be issuing a "wait" command to the unit. Multipronged attacks are just mechanical difficult. My strategic decision is "I want you A to attack at time X, you B attack at time X and you C atttack at time X". I'm only limited by my poor multitasking.
I also fail to see how "AI is not that advanced." is an argument. First of all - AI is advanced enough for this (see the Automaton 2000 micro vids). So perfect micro is possible. It also sounds like if AI would be advanced enough you would agree with me?
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On July 14 2011 01:30 Sbrubbles wrote:Show nested quote +On July 14 2011 01:02 -Frog- wrote:On July 14 2011 00:51 Gurblechev wrote:On July 14 2011 00:48 -Frog- wrote: And that skill takes hours of practice to master just like it takes hours of practice to master the multitasking required to build units, supply structures, buildings, control your army, scout and check your worker saturation constantly. If all I have to do is check a counter to see how many workers I have then you've removed an element of what is required to be good at multitasking in SC2 and you've made it easier to reach the skill cap.
I don't believe that adding the counter will break the game - not even close - but when you start adding features like this they will eventually add up so that the game becomes easier to master.
Strategy is of course vital to your success in SC2 and it requires you to be creative and intelligent; not to mention the countless hours of practice and brainstorming required to have good strategy. But mastering multitasking also requires you to be highly intelligent and to have a powerful enough mind to juggle many tasks at once and decide which ones are the most important at the moment.
Watching a player that is able to multitask well is one of the most impressive things for a spectator and makes the game a pleasure to watch. That's why in Broodwar when you'd see a pro with no idle workers, never being supply capped, constantly attacking and defending and moving around the map it was so impressive. I'm not saying we need to take away automine but I do believe we should keep as many multitasking elements in the game as we can to make it more enjoyable for a spectator and to keep the skill cap high so the game has longevity. Do you feel chess is easy to master? There are no interface impediments in chess. No. However there are no multitasking elements in chess in the first place so it's a moot point. Starcraft is a game that requires you to be intelligent enough to create diverse strategies to be able to make quick decisions. It is also a game that requires you to be intelligent enough to do all of the above while managing your units and economy. I understand "I don't want to fight against the interface" argument but at the same time we need the interface to be inefficient so that players can be differentiated from each other in more ways than strategy. Why do we need players to be differentiated from each other in more ways than strategy?
Maybe saying we "need" players to be differentiated from each other in more ways than strategy was a poor way to phrase it. I "think" that's how the game should be because it's what makes Starcraft a different genre of game from Checkers. The added mechanical skill required to play Starcraft makes it fun to watch and - for me at least - fun to play.
There's not much strategy in blinking back damaged stalkers but it is highly entertaining to watch when done well.
Another thing to consider is that completely new and innovative strategies that win a game outright with how unique and powerful they are are incredibly rare. How often do you see a game won because someone did something people have never ever seen before and win because of it?
Of course I can think of examples (Nestea using spine crawlers + OL creep to kill a toss expansion defended only with cannons) but after that strategy has been revealed it is now available for anyone to copy. What separates the truly great players in a real time strategy game like Starcraft 2 is the ability to execute and multitask a strategy better than anyone else.
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On July 14 2011 01:45 Zocat wrote:Show nested quote +On July 14 2011 01:33 Gurblechev wrote:On July 14 2011 01:24 Zocat wrote: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. Fog of war is limiting information. Should we remove it as well? Hiding the production / unit / income tab is hiding/limiting information. Should be accesable during the game by the players. About "only strategic decisions should be relevant not stupid clicking mechanics". I'd love to be able to tell my Immortals to only shoot at armored units. I'd love to tell my Banshees to kill marines without taking damage. I'd love to tell my individual roaches when to burrow so they avoid dieing. I'd love to tell my marines to do a perfect split when the banelings start to roll. I'd love to tell my Nexus/CC that it should constantly produce workers until I tell it to stop. I'd love to tell my rax/warpgates/robo/.... what unit it should build and have it constantly producing. See - I can make ridiculous statements as well! There needs to be a certain mechanical difficulty in the game. Or it would become very boring to watch for the majority of people (people want to see goals in football - not static defense lines). I personally dont see the need for a worker count. Shift-Click all workers. Each full page has 24 workers. For a strategic genius it should be really easy to see how many workers he has if it's easy for me. 3*24 isnt really high math  On July 14 2011 01:16 Gurblechev wrote: I would prefer to see professional players showcase their multitasking in the form of strategy elements, like multi pronged attacks, attacking and defending at the same time, attacking while adding tech and altering their unit composition, etc. Sorry to take you as an example  Isnt the strategic decision "I want to do a multipronged attack". So wouldnt be an interface a better solution if it would have the ability to say "At <time> you attack here, you attack over there, and you attack there". All this while microing perfectly. It would remove the mechanical requirement and leave only the strategy. That's basically how you sound like :/ (even if you mean something different) AI is not that advanced. A human with finer grained control will be able to execute that better or take advantage of flaws in your AI to crush your attack. I have never claimed it should be AI vs AI. Simply that adding artificial impediments to having the humans showcase their own intelligence and creativity is not interesting to me. Sending your worker to mine when it pops out requires no intelligence, just timing and rhythmic repetition. Where did I mention AI? Telling my unit to attack unit X instead of Y is not AI. It's just a stupid mechanic like sending my workers to mine. I just fail at clicking and an option to tell my unit prior to the battle to combat specific units would help me to concentrate more on the strategic aspect of the game. How can a human take advantage of the option "If you have blink, blink back as soon as your shields are down"? Or "if you're about to die from the next shot - burrow!". Attacking at the same time is also no AI. It would just be issuing a "wait" command to the unit. Multipronged attacks are just mechanical difficult. My strategic decision is "I want you A to attack at time X, you B attack at time X and you C atttack at time X". I'm only limited by my poor multitasking. I also fail to see how "AI is not that advanced." is an argument. First of all - AI is advanced enough for this (see the Automaton 2000 micro vids). So perfect micro is possible. It also sounds like if AI would be advanced enough you would agree with me? The Automaton 2000 videos are done in a controlled environment and would not work so well in an actual game. For example marines perfectly kiting banelings may be impressive but if they back away from the battle and fan out it could leave other units vulnerable or result in your marines getting easily cleaned up one at a time by a group of roaches. If they are deciding which direction to kite based on the situation, that is AI.
In a strategy game it is more important to be able to make intelligent decisions based on the situation than to just have a blind dumb reaction to something.
What you seem to be referring to is artificial intelligence. If units weren't making decisions based on the situation then your unmanaged attacks would get obliterated very easily.
So either your idea would result in you dying because you aren't paying attention to your units, or your idea is that you should have a sophisticated artificial intelligence making decisions for you based on the circumstances. Either way your argument is invalid.
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On July 14 2011 01:50 -Frog- wrote:Show nested quote +On July 14 2011 01:30 Sbrubbles wrote:On July 14 2011 01:02 -Frog- wrote:On July 14 2011 00:51 Gurblechev wrote:On July 14 2011 00:48 -Frog- wrote: And that skill takes hours of practice to master just like it takes hours of practice to master the multitasking required to build units, supply structures, buildings, control your army, scout and check your worker saturation constantly. If all I have to do is check a counter to see how many workers I have then you've removed an element of what is required to be good at multitasking in SC2 and you've made it easier to reach the skill cap.
I don't believe that adding the counter will break the game - not even close - but when you start adding features like this they will eventually add up so that the game becomes easier to master.
Strategy is of course vital to your success in SC2 and it requires you to be creative and intelligent; not to mention the countless hours of practice and brainstorming required to have good strategy. But mastering multitasking also requires you to be highly intelligent and to have a powerful enough mind to juggle many tasks at once and decide which ones are the most important at the moment.
Watching a player that is able to multitask well is one of the most impressive things for a spectator and makes the game a pleasure to watch. That's why in Broodwar when you'd see a pro with no idle workers, never being supply capped, constantly attacking and defending and moving around the map it was so impressive. I'm not saying we need to take away automine but I do believe we should keep as many multitasking elements in the game as we can to make it more enjoyable for a spectator and to keep the skill cap high so the game has longevity. Do you feel chess is easy to master? There are no interface impediments in chess. No. However there are no multitasking elements in chess in the first place so it's a moot point. Starcraft is a game that requires you to be intelligent enough to create diverse strategies to be able to make quick decisions. It is also a game that requires you to be intelligent enough to do all of the above while managing your units and economy. I understand "I don't want to fight against the interface" argument but at the same time we need the interface to be inefficient so that players can be differentiated from each other in more ways than strategy. Why do we need players to be differentiated from each other in more ways than strategy? Maybe saying we "need" players to be differentiated from each other in more ways than strategy was a poor way to phrase it. I "think" that's how the game should be because it's what makes Starcraft a different genre of game from Checkers. The added mechanical skill required to play Starcraft makes it fun to watch and - for me at least - fun to play. There's not much strategy in blinking back damaged stalkers but it is highly entertaining to watch when done well. Another thing to consider is that completely new and innovative strategies that win a game outright with how unique and powerful they are are incredibly rare. How often do you see a game won because someone did something people have never ever seen before and win because of it? Of course I can think of examples (Nestea using spine crawlers + OL creep to kill a toss expansion defended only with cannons) but after that strategy has been revealed it is now available for anyone to copy. What separates the truly great players in a real time strategy game like Starcraft 2 is the ability to execute and multitask a strategy better than anyone else. What separates starcraft from checkers is that starcraft is real time and checkers is turn based.
But having rhythm and timing mechanics is not what makes a real time strategy game. For example if you had to play a level of guitar hero before you could move in checkers, and failure to complete the level means you miss your turn, that would add in repetitive clicking mechanics. But it wouldn't be a real time strategy game, it would still be turn based.
Real time strategy is simply strategy which takes place in real time. Sending your workers to mine is not a strategy, it's a necessity that even a baby could figure out.
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On July 14 2011 01:53 Gurblechev wrote:Show nested quote +On July 14 2011 01:45 Zocat wrote:On July 14 2011 01:33 Gurblechev wrote:On July 14 2011 01:24 Zocat wrote: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. Fog of war is limiting information. Should we remove it as well? Hiding the production / unit / income tab is hiding/limiting information. Should be accesable during the game by the players. About "only strategic decisions should be relevant not stupid clicking mechanics". I'd love to be able to tell my Immortals to only shoot at armored units. I'd love to tell my Banshees to kill marines without taking damage. I'd love to tell my individual roaches when to burrow so they avoid dieing. I'd love to tell my marines to do a perfect split when the banelings start to roll. I'd love to tell my Nexus/CC that it should constantly produce workers until I tell it to stop. I'd love to tell my rax/warpgates/robo/.... what unit it should build and have it constantly producing. See - I can make ridiculous statements as well! There needs to be a certain mechanical difficulty in the game. Or it would become very boring to watch for the majority of people (people want to see goals in football - not static defense lines). I personally dont see the need for a worker count. Shift-Click all workers. Each full page has 24 workers. For a strategic genius it should be really easy to see how many workers he has if it's easy for me. 3*24 isnt really high math  On July 14 2011 01:16 Gurblechev wrote: I would prefer to see professional players showcase their multitasking in the form of strategy elements, like multi pronged attacks, attacking and defending at the same time, attacking while adding tech and altering their unit composition, etc. Sorry to take you as an example  Isnt the strategic decision "I want to do a multipronged attack". So wouldnt be an interface a better solution if it would have the ability to say "At <time> you attack here, you attack over there, and you attack there". All this while microing perfectly. It would remove the mechanical requirement and leave only the strategy. That's basically how you sound like :/ (even if you mean something different) AI is not that advanced. A human with finer grained control will be able to execute that better or take advantage of flaws in your AI to crush your attack. I have never claimed it should be AI vs AI. Simply that adding artificial impediments to having the humans showcase their own intelligence and creativity is not interesting to me. Sending your worker to mine when it pops out requires no intelligence, just timing and rhythmic repetition. Where did I mention AI? Telling my unit to attack unit X instead of Y is not AI. It's just a stupid mechanic like sending my workers to mine. I just fail at clicking and an option to tell my unit prior to the battle to combat specific units would help me to concentrate more on the strategic aspect of the game. How can a human take advantage of the option "If you have blink, blink back as soon as your shields are down"? Or "if you're about to die from the next shot - burrow!". Attacking at the same time is also no AI. It would just be issuing a "wait" command to the unit. Multipronged attacks are just mechanical difficult. My strategic decision is "I want you A to attack at time X, you B attack at time X and you C atttack at time X". I'm only limited by my poor multitasking. I also fail to see how "AI is not that advanced." is an argument. First of all - AI is advanced enough for this (see the Automaton 2000 micro vids). So perfect micro is possible. It also sounds like if AI would be advanced enough you would agree with me? The Automaton 2000 videos are done in a controlled environment and would not work so well in an actual game. For example marines perfectly kiting banelings may be impressive but if they back away from the battle and fan out it could leave other units vulnerable or result in your marines getting easily cleaned up one at a time by a group of roaches. If they are deciding which direction to kite based on the situation, that is AI. In a strategy game it is more important to be able to make intelligent decisions based on the situation than to just have a blind dumb reaction to something. What you seem to be referring to is artificial intelligence. If units weren't making decisions based on the situation then your unmanaged attacks would get obliterated very easily. So either your idea would result in you dying because you aren't paying attention to your units, or your idea is that you should have a sophisticated artificial intelligence making decisions for you based on the circumstances. Either way your argument is invalid.
Automaton maximizes the distance between the unit and the enemy units. They always run the "safe way". Marines backing away from a battle to avoid banelings (while the siege tanks stay) is something people see in a lot of progames. As soon as the banelings are targeted down the marines return and clean up the mutas fireing at the siege tanks  I dont really see how you want to exploit it with roaches? Either a lot of banelings run with the roaches (which leads to splitting being the best option) or the marines target down the banelings. 
And no. My argument is not invalid  "If units weren't making decisions based on the situation then your unmanaged attacks would get obliterated very easily." Is actually a very nice point. If units werent making decisions based on the situation then workers not being told to mine would just stand around doing nothing 
So why should my units do something without my interaction in situation X but shouldnt do something without my interaction in situation Y? "Automining is good but other automatic processes are bad" sounds fun
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+ Show Spoiler +On July 14 2011 02:03 Zocat wrote:Show nested quote +On July 14 2011 01:53 Gurblechev wrote:On July 14 2011 01:45 Zocat wrote:On July 14 2011 01:33 Gurblechev wrote:On July 14 2011 01:24 Zocat wrote: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. Fog of war is limiting information. Should we remove it as well? Hiding the production / unit / income tab is hiding/limiting information. Should be accesable during the game by the players. About "only strategic decisions should be relevant not stupid clicking mechanics". I'd love to be able to tell my Immortals to only shoot at armored units. I'd love to tell my Banshees to kill marines without taking damage. I'd love to tell my individual roaches when to burrow so they avoid dieing. I'd love to tell my marines to do a perfect split when the banelings start to roll. I'd love to tell my Nexus/CC that it should constantly produce workers until I tell it to stop. I'd love to tell my rax/warpgates/robo/.... what unit it should build and have it constantly producing. See - I can make ridiculous statements as well! There needs to be a certain mechanical difficulty in the game. Or it would become very boring to watch for the majority of people (people want to see goals in football - not static defense lines). I personally dont see the need for a worker count. Shift-Click all workers. Each full page has 24 workers. For a strategic genius it should be really easy to see how many workers he has if it's easy for me. 3*24 isnt really high math  On July 14 2011 01:16 Gurblechev wrote: I would prefer to see professional players showcase their multitasking in the form of strategy elements, like multi pronged attacks, attacking and defending at the same time, attacking while adding tech and altering their unit composition, etc. Sorry to take you as an example  Isnt the strategic decision "I want to do a multipronged attack". So wouldnt be an interface a better solution if it would have the ability to say "At <time> you attack here, you attack over there, and you attack there". All this while microing perfectly. It would remove the mechanical requirement and leave only the strategy. That's basically how you sound like :/ (even if you mean something different) AI is not that advanced. A human with finer grained control will be able to execute that better or take advantage of flaws in your AI to crush your attack. I have never claimed it should be AI vs AI. Simply that adding artificial impediments to having the humans showcase their own intelligence and creativity is not interesting to me. Sending your worker to mine when it pops out requires no intelligence, just timing and rhythmic repetition. Where did I mention AI? Telling my unit to attack unit X instead of Y is not AI. It's just a stupid mechanic like sending my workers to mine. I just fail at clicking and an option to tell my unit prior to the battle to combat specific units would help me to concentrate more on the strategic aspect of the game. How can a human take advantage of the option "If you have blink, blink back as soon as your shields are down"? Or "if you're about to die from the next shot - burrow!". Attacking at the same time is also no AI. It would just be issuing a "wait" command to the unit. Multipronged attacks are just mechanical difficult. My strategic decision is "I want you A to attack at time X, you B attack at time X and you C atttack at time X". I'm only limited by my poor multitasking. I also fail to see how "AI is not that advanced." is an argument. First of all - AI is advanced enough for this (see the Automaton 2000 micro vids). So perfect micro is possible. It also sounds like if AI would be advanced enough you would agree with me? The Automaton 2000 videos are done in a controlled environment and would not work so well in an actual game. For example marines perfectly kiting banelings may be impressive but if they back away from the battle and fan out it could leave other units vulnerable or result in your marines getting easily cleaned up one at a time by a group of roaches. If they are deciding which direction to kite based on the situation, that is AI. In a strategy game it is more important to be able to make intelligent decisions based on the situation than to just have a blind dumb reaction to something. What you seem to be referring to is artificial intelligence. If units weren't making decisions based on the situation then your unmanaged attacks would get obliterated very easily. So either your idea would result in you dying because you aren't paying attention to your units, or your idea is that you should have a sophisticated artificial intelligence making decisions for you based on the circumstances. Either way your argument is invalid. Automaton maximizes the distance between the unit and the enemy units. They always run the "safe way". Marines backing away from a battle to avoid banelings (while the siege tanks stay) is something people see in a lot of progames. As soon as the banelings are targeted down the marines return and clean up the mutas fireing at the siege tanks  I dont really see how you want to exploit it with roaches? Either a lot of banelings run with the roaches (which leads to splitting being the best option) or the marines target down the banelings.  And no. My argument is not invalid  "If units weren't making decisions based on the situation then your unmanaged attacks would get obliterated very easily." Is actually a very nice point. If units werent making decisions based on the situation then workers not being told to mine would just stand around doing nothing  So why should my units do something without my interaction in situation X but shouldnt do something without my interaction in situation Y? "Automining is good but other automatic processes are bad" sounds fun 
I stopped trying to reason with people in this thread a while ago. I think it all started because people wanted to go off topic and start talking about auto-mining for some reason -_-'.
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On July 14 2011 02:03 Zocat wrote:Show nested quote +On July 14 2011 01:53 Gurblechev wrote:On July 14 2011 01:45 Zocat wrote:On July 14 2011 01:33 Gurblechev wrote:On July 14 2011 01:24 Zocat wrote: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. Fog of war is limiting information. Should we remove it as well? Hiding the production / unit / income tab is hiding/limiting information. Should be accesable during the game by the players. About "only strategic decisions should be relevant not stupid clicking mechanics". I'd love to be able to tell my Immortals to only shoot at armored units. I'd love to tell my Banshees to kill marines without taking damage. I'd love to tell my individual roaches when to burrow so they avoid dieing. I'd love to tell my marines to do a perfect split when the banelings start to roll. I'd love to tell my Nexus/CC that it should constantly produce workers until I tell it to stop. I'd love to tell my rax/warpgates/robo/.... what unit it should build and have it constantly producing. See - I can make ridiculous statements as well! There needs to be a certain mechanical difficulty in the game. Or it would become very boring to watch for the majority of people (people want to see goals in football - not static defense lines). I personally dont see the need for a worker count. Shift-Click all workers. Each full page has 24 workers. For a strategic genius it should be really easy to see how many workers he has if it's easy for me. 3*24 isnt really high math  On July 14 2011 01:16 Gurblechev wrote: I would prefer to see professional players showcase their multitasking in the form of strategy elements, like multi pronged attacks, attacking and defending at the same time, attacking while adding tech and altering their unit composition, etc. Sorry to take you as an example  Isnt the strategic decision "I want to do a multipronged attack". So wouldnt be an interface a better solution if it would have the ability to say "At <time> you attack here, you attack over there, and you attack there". All this while microing perfectly. It would remove the mechanical requirement and leave only the strategy. That's basically how you sound like :/ (even if you mean something different) AI is not that advanced. A human with finer grained control will be able to execute that better or take advantage of flaws in your AI to crush your attack. I have never claimed it should be AI vs AI. Simply that adding artificial impediments to having the humans showcase their own intelligence and creativity is not interesting to me. Sending your worker to mine when it pops out requires no intelligence, just timing and rhythmic repetition. Where did I mention AI? Telling my unit to attack unit X instead of Y is not AI. It's just a stupid mechanic like sending my workers to mine. I just fail at clicking and an option to tell my unit prior to the battle to combat specific units would help me to concentrate more on the strategic aspect of the game. How can a human take advantage of the option "If you have blink, blink back as soon as your shields are down"? Or "if you're about to die from the next shot - burrow!". Attacking at the same time is also no AI. It would just be issuing a "wait" command to the unit. Multipronged attacks are just mechanical difficult. My strategic decision is "I want you A to attack at time X, you B attack at time X and you C atttack at time X". I'm only limited by my poor multitasking. I also fail to see how "AI is not that advanced." is an argument. First of all - AI is advanced enough for this (see the Automaton 2000 micro vids). So perfect micro is possible. It also sounds like if AI would be advanced enough you would agree with me? The Automaton 2000 videos are done in a controlled environment and would not work so well in an actual game. For example marines perfectly kiting banelings may be impressive but if they back away from the battle and fan out it could leave other units vulnerable or result in your marines getting easily cleaned up one at a time by a group of roaches. If they are deciding which direction to kite based on the situation, that is AI. In a strategy game it is more important to be able to make intelligent decisions based on the situation than to just have a blind dumb reaction to something. What you seem to be referring to is artificial intelligence. If units weren't making decisions based on the situation then your unmanaged attacks would get obliterated very easily. So either your idea would result in you dying because you aren't paying attention to your units, or your idea is that you should have a sophisticated artificial intelligence making decisions for you based on the circumstances. Either way your argument is invalid. Automaton maximizes the distance between the unit and the enemy units. They always run the "safe way". Marines backing away from a battle to avoid banelings (while the siege tanks stay) is something people see in a lot of progames. As soon as the banelings are targeted down the marines return and clean up the mutas fireing at the siege tanks  I dont really see how you want to exploit it with roaches? Either a lot of banelings run with the roaches (which leads to splitting being the best option) or the marines target down the banelings.  And no. My argument is not invalid  "If units weren't making decisions based on the situation then your unmanaged attacks would get obliterated very easily." Is actually a very nice point. If units werent making decisions based on the situation then workers not being told to mine would just stand around doing nothing  So why should my units do something without my interaction in situation X but shouldnt do something without my interaction in situation Y? Oh wow, smiley punctuation. I can see I am arguing with a mental heavyweight.
What if you are dropping and your marines are backed into a corner. Trying to fan out because your units see a baneling lets lings get great surface area and gets everything killed . Picking up is the best option probably.
Guess what, if your units make that decision for you that is artificial intelligence. If they don't, you are going to die to people who know how to deal with the predictable unit behaviour.
With automining the player has made the decision by rallying them to where he wants them to mine. The units are not making any decision on their own.
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Anyways I am done here. I can see people have decided to try and conflate decision making (when and where to blink, when and where to kite) with interface impediments (rally workers to mine, show worker count).
This is because interface impediments are indefensible in a strategy game. Without trying to conflate them with decision making they have no leg to stand on.
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On July 14 2011 02:09 Gurblechev wrote:Show nested quote +On July 14 2011 02:03 Zocat wrote:On July 14 2011 01:53 Gurblechev wrote:On July 14 2011 01:45 Zocat wrote:On July 14 2011 01:33 Gurblechev wrote:On July 14 2011 01:24 Zocat wrote: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. Fog of war is limiting information. Should we remove it as well? Hiding the production / unit / income tab is hiding/limiting information. Should be accesable during the game by the players. About "only strategic decisions should be relevant not stupid clicking mechanics". I'd love to be able to tell my Immortals to only shoot at armored units. I'd love to tell my Banshees to kill marines without taking damage. I'd love to tell my individual roaches when to burrow so they avoid dieing. I'd love to tell my marines to do a perfect split when the banelings start to roll. I'd love to tell my Nexus/CC that it should constantly produce workers until I tell it to stop. I'd love to tell my rax/warpgates/robo/.... what unit it should build and have it constantly producing. See - I can make ridiculous statements as well! There needs to be a certain mechanical difficulty in the game. Or it would become very boring to watch for the majority of people (people want to see goals in football - not static defense lines). I personally dont see the need for a worker count. Shift-Click all workers. Each full page has 24 workers. For a strategic genius it should be really easy to see how many workers he has if it's easy for me. 3*24 isnt really high math  On July 14 2011 01:16 Gurblechev wrote: I would prefer to see professional players showcase their multitasking in the form of strategy elements, like multi pronged attacks, attacking and defending at the same time, attacking while adding tech and altering their unit composition, etc. Sorry to take you as an example  Isnt the strategic decision "I want to do a multipronged attack". So wouldnt be an interface a better solution if it would have the ability to say "At <time> you attack here, you attack over there, and you attack there". All this while microing perfectly. It would remove the mechanical requirement and leave only the strategy. That's basically how you sound like :/ (even if you mean something different) AI is not that advanced. A human with finer grained control will be able to execute that better or take advantage of flaws in your AI to crush your attack. I have never claimed it should be AI vs AI. Simply that adding artificial impediments to having the humans showcase their own intelligence and creativity is not interesting to me. Sending your worker to mine when it pops out requires no intelligence, just timing and rhythmic repetition. Where did I mention AI? Telling my unit to attack unit X instead of Y is not AI. It's just a stupid mechanic like sending my workers to mine. I just fail at clicking and an option to tell my unit prior to the battle to combat specific units would help me to concentrate more on the strategic aspect of the game. How can a human take advantage of the option "If you have blink, blink back as soon as your shields are down"? Or "if you're about to die from the next shot - burrow!". Attacking at the same time is also no AI. It would just be issuing a "wait" command to the unit. Multipronged attacks are just mechanical difficult. My strategic decision is "I want you A to attack at time X, you B attack at time X and you C atttack at time X". I'm only limited by my poor multitasking. I also fail to see how "AI is not that advanced." is an argument. First of all - AI is advanced enough for this (see the Automaton 2000 micro vids). So perfect micro is possible. It also sounds like if AI would be advanced enough you would agree with me? The Automaton 2000 videos are done in a controlled environment and would not work so well in an actual game. For example marines perfectly kiting banelings may be impressive but if they back away from the battle and fan out it could leave other units vulnerable or result in your marines getting easily cleaned up one at a time by a group of roaches. If they are deciding which direction to kite based on the situation, that is AI. In a strategy game it is more important to be able to make intelligent decisions based on the situation than to just have a blind dumb reaction to something. What you seem to be referring to is artificial intelligence. If units weren't making decisions based on the situation then your unmanaged attacks would get obliterated very easily. So either your idea would result in you dying because you aren't paying attention to your units, or your idea is that you should have a sophisticated artificial intelligence making decisions for you based on the circumstances. Either way your argument is invalid. Automaton maximizes the distance between the unit and the enemy units. They always run the "safe way". Marines backing away from a battle to avoid banelings (while the siege tanks stay) is something people see in a lot of progames. As soon as the banelings are targeted down the marines return and clean up the mutas fireing at the siege tanks  I dont really see how you want to exploit it with roaches? Either a lot of banelings run with the roaches (which leads to splitting being the best option) or the marines target down the banelings.  And no. My argument is not invalid  "If units weren't making decisions based on the situation then your unmanaged attacks would get obliterated very easily." Is actually a very nice point. If units werent making decisions based on the situation then workers not being told to mine would just stand around doing nothing  So why should my units do something without my interaction in situation X but shouldnt do something without my interaction in situation Y? Oh wow, smiley punctuation. I can see I am arguing with a mental heavyweight. What if you are dropping and your marines are backed into a corner. Trying to fan out because your units see a baneling lets lings get great surface area and gets everything killed . Picking up is the best option probably. Guess what, if your units make that decision for you that is artificial intelligence. If they don't, you are going to die to people who know how to deal with the predictable unit behaviour. With automining the player has made the decision by rallying them to where he wants them to mine. The units are not making any decision on their own.
Oh now we start the adhominem attacks. "A mental heavyweight" 
Adding an option to retreat to the medivac in a drop-baneling situation isnt really that hard. "When you're backed in a corner - go up in the medivac". Kinda obvious - no strategic mastermind needed.
And when you say you make the decision with rallying. Comman man! We're talking about interface improvements here! Your whole point was "we need more interface improvements, like worker count, so we can do more strategic decisions and not deal with stupid mechanics!" Option: "Be safe" - try to kite as much as possible (for the banshees) "Target your enemy" - attack units which you gain +dmg from. Like an immortal targeting stalkers not zealots.
On July 14 2011 02:12 Gurblechev wrote: Anyways I am done here. I can see people have decided to try and conflate decision making (when and where to blink, when and where to kite) with interface impediments (rally workers to mine, show worker count).
This is because interface impediments are indefensible in a strategy game. Without trying to conflate them with decision making they have no leg to stand on.
You justified your interface improvements with saying "it should be about making strategic decisions and remove mechanics". I just followed your logic & argument further. But well - bye I'd go as well if I would start to disagree with my initial argument
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On July 14 2011 02:16 Zocat wrote:Show nested quote +On July 14 2011 02:09 Gurblechev wrote:On July 14 2011 02:03 Zocat wrote:On July 14 2011 01:53 Gurblechev wrote:On July 14 2011 01:45 Zocat wrote:On July 14 2011 01:33 Gurblechev wrote:On July 14 2011 01:24 Zocat wrote: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. Fog of war is limiting information. Should we remove it as well? Hiding the production / unit / income tab is hiding/limiting information. Should be accesable during the game by the players. About "only strategic decisions should be relevant not stupid clicking mechanics". I'd love to be able to tell my Immortals to only shoot at armored units. I'd love to tell my Banshees to kill marines without taking damage. I'd love to tell my individual roaches when to burrow so they avoid dieing. I'd love to tell my marines to do a perfect split when the banelings start to roll. I'd love to tell my Nexus/CC that it should constantly produce workers until I tell it to stop. I'd love to tell my rax/warpgates/robo/.... what unit it should build and have it constantly producing. See - I can make ridiculous statements as well! There needs to be a certain mechanical difficulty in the game. Or it would become very boring to watch for the majority of people (people want to see goals in football - not static defense lines). I personally dont see the need for a worker count. Shift-Click all workers. Each full page has 24 workers. For a strategic genius it should be really easy to see how many workers he has if it's easy for me. 3*24 isnt really high math  On July 14 2011 01:16 Gurblechev wrote: I would prefer to see professional players showcase their multitasking in the form of strategy elements, like multi pronged attacks, attacking and defending at the same time, attacking while adding tech and altering their unit composition, etc. Sorry to take you as an example  Isnt the strategic decision "I want to do a multipronged attack". So wouldnt be an interface a better solution if it would have the ability to say "At <time> you attack here, you attack over there, and you attack there". All this while microing perfectly. It would remove the mechanical requirement and leave only the strategy. That's basically how you sound like :/ (even if you mean something different) AI is not that advanced. A human with finer grained control will be able to execute that better or take advantage of flaws in your AI to crush your attack. I have never claimed it should be AI vs AI. Simply that adding artificial impediments to having the humans showcase their own intelligence and creativity is not interesting to me. Sending your worker to mine when it pops out requires no intelligence, just timing and rhythmic repetition. Where did I mention AI? Telling my unit to attack unit X instead of Y is not AI. It's just a stupid mechanic like sending my workers to mine. I just fail at clicking and an option to tell my unit prior to the battle to combat specific units would help me to concentrate more on the strategic aspect of the game. How can a human take advantage of the option "If you have blink, blink back as soon as your shields are down"? Or "if you're about to die from the next shot - burrow!". Attacking at the same time is also no AI. It would just be issuing a "wait" command to the unit. Multipronged attacks are just mechanical difficult. My strategic decision is "I want you A to attack at time X, you B attack at time X and you C atttack at time X". I'm only limited by my poor multitasking. I also fail to see how "AI is not that advanced." is an argument. First of all - AI is advanced enough for this (see the Automaton 2000 micro vids). So perfect micro is possible. It also sounds like if AI would be advanced enough you would agree with me? The Automaton 2000 videos are done in a controlled environment and would not work so well in an actual game. For example marines perfectly kiting banelings may be impressive but if they back away from the battle and fan out it could leave other units vulnerable or result in your marines getting easily cleaned up one at a time by a group of roaches. If they are deciding which direction to kite based on the situation, that is AI. In a strategy game it is more important to be able to make intelligent decisions based on the situation than to just have a blind dumb reaction to something. What you seem to be referring to is artificial intelligence. If units weren't making decisions based on the situation then your unmanaged attacks would get obliterated very easily. So either your idea would result in you dying because you aren't paying attention to your units, or your idea is that you should have a sophisticated artificial intelligence making decisions for you based on the circumstances. Either way your argument is invalid. Automaton maximizes the distance between the unit and the enemy units. They always run the "safe way". Marines backing away from a battle to avoid banelings (while the siege tanks stay) is something people see in a lot of progames. As soon as the banelings are targeted down the marines return and clean up the mutas fireing at the siege tanks  I dont really see how you want to exploit it with roaches? Either a lot of banelings run with the roaches (which leads to splitting being the best option) or the marines target down the banelings.  And no. My argument is not invalid  "If units weren't making decisions based on the situation then your unmanaged attacks would get obliterated very easily." Is actually a very nice point. If units werent making decisions based on the situation then workers not being told to mine would just stand around doing nothing  So why should my units do something without my interaction in situation X but shouldnt do something without my interaction in situation Y? Oh wow, smiley punctuation. I can see I am arguing with a mental heavyweight. What if you are dropping and your marines are backed into a corner. Trying to fan out because your units see a baneling lets lings get great surface area and gets everything killed . Picking up is the best option probably. Guess what, if your units make that decision for you that is artificial intelligence. If they don't, you are going to die to people who know how to deal with the predictable unit behaviour. With automining the player has made the decision by rallying them to where he wants them to mine. The units are not making any decision on their own. Oh now we start the adhominem attacks. "A mental heavyweight"  Adding an option to retreat to the medivac in a drop-baneling situation isnt really that hard. "When you're backed in a corner - go up in the medivac". Kinda obvious - no strategic mastermind needed. And when you say you make the decision with rallying. Comman man! We're talking about interface improvements here! Your whole point was "we need more interface improvements, like worker count, so we can do more strategic decisions and not deal with stupid mechanics!" Option: "Be safe" - try to kite as much as possible (for the banshees) "Target your enemy" - attack units which you gain +dmg from. Like an immortal targeting stalkers not zealots. Show nested quote +On July 14 2011 02:12 Gurblechev wrote: Anyways I am done here. I can see people have decided to try and conflate decision making (when and where to blink, when and where to kite) with interface impediments (rally workers to mine, show worker count).
This is because interface impediments are indefensible in a strategy game. Without trying to conflate them with decision making they have no leg to stand on. You justified your interface improvements with saying "it should be about making strategic decisions and remove mechanics". I just followed your logic & argument further. But well - bye  That's not what ad hominem means. I never suggested you are wrong because you use smileys. It was just an offhanded insult. Read up on the ad hominem fallacy fallacy (what you have done):
http://plover.net/~bonds/adhominem.html
You are wrong because your argument is invalid. Blindly kiting will get you killed by anyone who knows how units behave (flanks, herding you into traps). Blindly fanning out upon seeing a baneling will get you killed (a couple banelings with a lot of zerglings giving excellent surface area), etc. Without any intelligence behind these actions, either artificial intelligence or human intelligence, they are not actually beneficial.
So either you are dreaming about sophisticated artificial intelligence which would react differently based on the situation, which is drastically different from interface improvements. Or your examples would simply shift micro to other aspects. Like manually trying to prevent your units from kiting in a direction they shouldn't, and therefore would not significantly change the game at all. Either way your argument is invalid and you couldn't be more wrong.
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On July 14 2011 02:16 Zocat wrote:
I just followed your logic & argument further. Oh and by the way this is called a straw man. Another fallacy you have committed.
I never in any way at all suggested that units should have sophisticated AI that makes decisions for you.
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No worker count... apm required to be competitive is already half (being generous here-) of what it was in bw. now u can sit back and watch as 4 shift-clicked medivacs drop at 4 different locations.
i want the game to remain difficult. that's the value in playing and watching, and what allows players to stand out from others.
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On July 14 2011 02:37 _Darwin_ wrote: No worker count... apm required to be competitive is already half (being generous here-) of what it was in bw. now u can sit back and watch as 4 shift-clicked medivacs drop at 4 different locations.
i want the game to remain difficult. that's the value in playing and watching, and what allows players to stand out from others. Is chess difficult? Can you beat a chess grandmaster because apm is irrelevant?
Difficulty should come from the opponent, not the interface. That is what makes a good strategy game.
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United States291 Posts
why do people keep suggesting the game get easier when it is already easier then bw, go play world of warcraft if you want everything to be simple
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On July 13 2011 20:37 iMp.will. wrote: Like automining aint enough. Lets ruin the game even more.
This. Adding worker count into the game would make it even more noob friendly... It's is already much more easier to play compared to SC:BW. Do not need even make it more easier, please.
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On July 13 2011 23:11 Gurblechev wrote:Show nested quote +On July 13 2011 23:05 Gosi wrote: This is so dumb. Why do people wanna dumb things down even more? I agree with meRz, there is ingame clock, automining,mbs, no max unit selection and you even have a message telling you when you can spawn larvae, mules and chronoboost again (!!!). It's like the players that aint that good wanna cut corners just because they can't stand that some players are dedicated to Starcraft and kows alot about all kinds of stuff.
Imagine if Blizzard allowed modding, all kinds of noob mods would be out and it would be horrible. Everyone who plays HoN knows what im talking about. I would call interface impediments like no auto mining and no multiple building selection "dumbing the game down", because it takes away aspects based on intelligence (strategy) and gives weight to practiced repetition. I personally prefer starcraft be somewhat like a real time chess, rather than a glorified Guitar Hero or DDR. Why cant it be GH Chess? Wouldnt it take more skill to do both at the same time?
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On July 14 2011 02:39 Gurblechev wrote:Show nested quote +On July 14 2011 02:37 _Darwin_ wrote: No worker count... apm required to be competitive is already half (being generous here-) of what it was in bw. now u can sit back and watch as 4 shift-clicked medivacs drop at 4 different locations.
i want the game to remain difficult. that's the value in playing and watching, and what allows players to stand out from others. Is chess difficult? Can you beat a chess grandmaster because apm is irrelevant? Difficulty should come from the opponent, not the interface. That is what makes a good strategy game.
starcraft 2 is a real time strategy game
ya chess is difficult
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On July 14 2011 02:39 mewby wrote: why do people keep suggesting the game get easier when it is already easier then bw, go play world of warcraft if you want everything to be simple
On July 14 2011 02:39 arew wrote:Show nested quote +On July 13 2011 20:37 iMp.will. wrote: Like automining aint enough. Lets ruin the game even more. This. Adding worker count into the game would make it even more noob friendly... It's is already much more easier to play compared to SC:BW. Do not need even make it more easier, please.
It's actually more difficult than brood war as it involves more strategy and less repetitive clicking. Even an artificial intelligence can do repetitive clicking.
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Ooh ooh, and how bout Blizz also lets you just press a button to make workers continuously until you have the perfect number... You'll never have to macro again!
But seriously, stop giving them ideas to make the game even easier.
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You cant tell how many you have roughly at a glance?
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On July 14 2011 02:45 Gurblechev wrote:Show nested quote +On July 14 2011 02:39 mewby wrote: why do people keep suggesting the game get easier when it is already easier then bw, go play world of warcraft if you want everything to be simple Show nested quote +On July 14 2011 02:39 arew wrote:On July 13 2011 20:37 iMp.will. wrote: Like automining aint enough. Lets ruin the game even more. This. Adding worker count into the game would make it even more noob friendly... It's is already much more easier to play compared to SC:BW. Do not need even make it more easier, please. It's actually more difficult than brood war as it involves more strategy and less repetitive clicking. Even an artificial intelligence can do repetitive clicking. Did you even play bw competitvely? Prove to me right now that sc2 has more strategy than bw.
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On July 14 2011 02:45 Gurblechev wrote:Show nested quote +On July 14 2011 02:39 mewby wrote: why do people keep suggesting the game get easier when it is already easier then bw, go play world of warcraft if you want everything to be simple Show nested quote +On July 14 2011 02:39 arew wrote:On July 13 2011 20:37 iMp.will. wrote: Like automining aint enough. Lets ruin the game even more. This. Adding worker count into the game would make it even more noob friendly... It's is already much more easier to play compared to SC:BW. Do not need even make it more easier, please. It's actually more difficult than brood war as it involves more strategy and less repetitive clicking. Even an artificial intelligence can do repetitive clicking.
Yet AI's still not that great in BW for some reason. No AI's beating A ranked players. You obv know how difficult BW is, I'd love to see you play Flash.
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On July 14 2011 02:50 R0YAL wrote:Show nested quote +On July 14 2011 02:45 Gurblechev wrote:On July 14 2011 02:39 mewby wrote: why do people keep suggesting the game get easier when it is already easier then bw, go play world of warcraft if you want everything to be simple On July 14 2011 02:39 arew wrote:On July 13 2011 20:37 iMp.will. wrote: Like automining aint enough. Lets ruin the game even more. This. Adding worker count into the game would make it even more noob friendly... It's is already much more easier to play compared to SC:BW. Do not need even make it more easier, please. It's actually more difficult than brood war as it involves more strategy and less repetitive clicking. Even an artificial intelligence can do repetitive clicking. Did you even play bw competitvely? Prove to me right now that sc2 has more strategy than bw. I think the way idra cries that his mechanics don't win him games automatically any more is proof enough of that.
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On July 14 2011 02:49 Navillus wrote: Ooh ooh, and how bout Blizz also lets you just press a button to make workers continuously until you have the perfect number... You'll never have to macro again!
But seriously, stop giving them ideas to make the game even easier.
I wouldn't mind this. I thought it was pretty awesome how in Supreme Commander you could tell any unit-producing structure "keep building this unit until I tell you to stop".
Why, exactly, is making the interface easier to use a bad thing? Do you really think it lowers the skill ceiling? It makes the learning curve easier, which allows more people to participate in the high level play where strategy actually starts to matter, but all the top pros already execute these basic macro mechanics near perfectly anyway. So even if you allowed people to completely automate worker production, it would not change the way top pros play.
In fact, the only real effect such a change would have on the pro scene, that I can see, would be to free up a few extra actions for more interesting-to-watch types of control--like, for instance, marine micro.
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Lets make SC2 even more easy, bad idea.
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People these days....I was about to make an analogy about basketball being dumbed down with sc2...I'll keep it to myself... BW mechanics is not even hard, what more about sc2? This is not e-sports like this.... In sports, there are people who can jump high, run fast, shoot accurately or have strength, etc etc. Mechanics of the game can compared to that..
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On July 14 2011 02:56 Gurblechev wrote:Show nested quote +On July 14 2011 02:50 R0YAL wrote:On July 14 2011 02:45 Gurblechev wrote:On July 14 2011 02:39 mewby wrote: why do people keep suggesting the game get easier when it is already easier then bw, go play world of warcraft if you want everything to be simple On July 14 2011 02:39 arew wrote:On July 13 2011 20:37 iMp.will. wrote: Like automining aint enough. Lets ruin the game even more. This. Adding worker count into the game would make it even more noob friendly... It's is already much more easier to play compared to SC:BW. Do not need even make it more easier, please. It's actually more difficult than brood war as it involves more strategy and less repetitive clicking. Even an artificial intelligence can do repetitive clicking. Did you even play bw competitvely? Prove to me right now that sc2 has more strategy than bw. I think the way idra cries that his mechanics don't win him games automatically any more is proof enough of that.
IdrA cries about everything. He also blames his losses on lack of zerg scouting options or map design. Come up with an actual argument for why sc2 requires more strategy and I'll listen.
Also, just because broodwar requires higher mechanical skill doesn't mean it requires lesser strategical skill. The two aren't mutually exclusive in the least.
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it comes with practice. Pros are very good at determining worker count and saturation. Look at sheth, he can tell you his drone count (+- 5) in ~5 seconds by boxing all his workers
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it would be nice tho make the game more easy : ] im only saying this tho is because i always have like 100+ drones thinking its 70-75
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Please! No more dumbing down of the game! I'm still pissed everytime I see the in-game timer.
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On July 14 2011 02:39 Gurblechev wrote: Is chess difficult? Can you beat a chess grandmaster because apm is irrelevant?
Difficulty should come from the opponent, not the interface. That is what makes a good strategy game. A RTS basically consists of 2 components: strategy and execution. And the latter will always require repetitive actions. Since most RTS are not really deep strategically (and SC2 really isn't compared to turnbased games) you have a strong emphasis on the execution part. You can't call a thing "strategy game", TBS and RTS are vastly different.
The difficulty you mention does not stem from the interface but from the fact that it has to be done in a real time environment along with other stuff and that you have to prioritize your limited amount of actions. APM is a ressource and a very core element of RTS. If you don't like it competitve RTS are not for you.
Blizzard already took many repetitive actions away to make it more fun to learn the game, but a line has to be drawn. They even made the game somewhat harder again sometime during the beta (they made rallypoints move-command and not attack)If you fail to select your workers during a game it's not the interface that is troubling you or holding you back, it is you.
According to your logic chess is not a good strategy game aswell: the difficulty does not stem from your opponent but from your own capabilites to grasp all different outcomes.
Can we now close this?
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Sweden33719 Posts
On July 14 2011 02:45 Gurblechev wrote:Show nested quote +On July 14 2011 02:39 mewby wrote: why do people keep suggesting the game get easier when it is already easier then bw, go play world of warcraft if you want everything to be simple Show nested quote +On July 14 2011 02:39 arew wrote:On July 13 2011 20:37 iMp.will. wrote: Like automining aint enough. Lets ruin the game even more. This. Adding worker count into the game would make it even more noob friendly... It's is already much more easier to play compared to SC:BW. Do not need even make it more easier, please. It's actually more difficult than brood war as it involves more strategy and less repetitive clicking. Even an artificial intelligence can do repetitive clicking. You are INCREDIBLY wrong. I like SC2, but there is no fucking way that its a harder game than SC1. Just no way, and Ive played both games at a pretty high level.
Anyway, this thread is stupid, this should never be added - count the workers manually.
On July 14 2011 02:59 Polymath wrote:Show nested quote +On July 14 2011 02:49 Navillus wrote: Ooh ooh, and how bout Blizz also lets you just press a button to make workers continuously until you have the perfect number... You'll never have to macro again!
But seriously, stop giving them ideas to make the game even easier. I wouldn't mind this. I thought it was pretty awesome how in Supreme Commander you could tell any unit-producing structure "keep building this unit until I tell you to stop". Why, exactly, is making the interface easier to use a bad thing? Do you really think it lowers the skill ceiling? It makes the learning curve easier, which allows more people to participate in the high level play where strategy actually starts to matter, but all the top pros already execute these basic macro mechanics near perfectly anyway. So even if you allowed people to completely automate worker production, it would not change the way top pros play. In fact, the only real effect such a change would have on the pro scene, that I can see, would be to free up a few extra actions for more interesting-to-watch types of control--like, for instance, marine micro. YES it does lower the skill ceiling, macroing perfectly is not easy, and was even harder in Brood War.
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