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Complacency and Easy mode - Page 4

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L3gendary
Profile Joined October 2010
Canada1470 Posts
December 10 2011 17:45 GMT
#61
Unfortunately, while removing these mechanics it will make the game less volatile it will also remove basically the only macro the game has left. Also, the broken P mechanic isn't chrono but warpgate. I'd like to see the mechanics be less powerful. e.g. 3 larva spawned per inject, mule on cooldown etc rather than a complete removal.

If you remove them you'd have to add no MBS or automining, which I'd be completely for, but unfortunately bronze players would cry about it and blizzard would listen to them.
Watching Jaedong play purifies my eyes. -Coach Ju Hoon
rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2011-12-10 17:49:43
December 10 2011 17:49 GMT
#62
If you were all about bringing SC2 closer to it's BW counterpart, then I'm sure you were the first to bitch at blizzard about removing the carrier after nerfing it from BW, and now replacing it with the Tempest.

Right?

RIGHT?!

gotcha
Musketeer
Profile Joined August 2010
142 Posts
December 10 2011 17:55 GMT
#63
On December 10 2011 23:28 Jyxz wrote:

At the bronze level I agree, but what I think is more relevant and yet forgotten is that there is no reason not to use these mechanics. Chronoboost you start with, and the other two are so powerful they have been gotten every game played since the first game of beta to the last game played today, (except maybe for 1 week when day9 did no queens for monday). These add slightly to your required APM however they are not true skill. True skill is when you have to decide whether or not to engage and army or go in for SCV kills with your muta. These are not apm they are TACTICAL decisions making it a strategy game. If something is so strong it is a must it isnt a test of skill just an unnecessary game mechanic. By your argument you should remove auto-mine and multiply building selection from the game. Beating someone shouldn't be about putting workers on minerals better it should be about making correction decisions in APM demanding situations.

So what you're saying is that we should remove probes, SCVs and drones? They're so strong that they're a must; they're just an unnecessary game mechanic.

Anyways, who are you to determine what skills the game "should" require?
TATTOO
Profile Joined June 2011
Canada33 Posts
December 10 2011 18:02 GMT
#64
oh i do believe the primary source of difficulty in any game is your opponent. starcraft two can be rather easy or unbelievably difficult dependent on who your playing. Yes you do have more room for error given some macro mechanics but so does your opponent. Your friends comments comparing EM dota to sc2 to Bw actually has no logical foundation given that EM dota was a version of dota as opposed to different games.
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
December 10 2011 18:07 GMT
#65
Problem. I like inject. It feels right. It makes zerg more zergy than it ever was in broodwar. It is the best part of starcraft2. :S
aka ChillyGonzalo / GnozL
ThaZenith
Profile Blog Joined October 2010
Canada3116 Posts
Last Edited: 2011-12-10 18:25:00
December 10 2011 18:21 GMT
#66
You can't just take out these mechanics, lol.

The game is much, much more finely balanced than you make it seem. Doing anything like that would destroy basically the entire metagame instantly.

Sort of a silly topic.
heroofcanton
Profile Blog Joined August 2011
United States167 Posts
December 10 2011 18:37 GMT
#67
I used to have a problem with macro mechanics. Then I realized I was mad because everyone else was using them better than me. I learned, then problem solved. I still think dropping 30 mules on the gold is lame, but i can deal.
The hero of Canton, the man they call me.
windsupernova
Profile Joined October 2010
Mexico5280 Posts
December 10 2011 18:40 GMT
#68
Hey guys, let me post my dumb ¨How I would change the game¨ topic, this has never been done before!

But hey at least I shoved in a quote so that makes it OK.

Also an inherently broken game? Seriously? Winrates has always been hovering around 50% bañlance whiners be damned game is as reasonable balanced as it can be.

I am in a nad mood, but of all dumb ¨changes I would make to the game¨ threads this one is amongst the Dumbest. But the fact that it stemmed from a conversation over DotA I guess I can see why its so dumb.

This changes add nothing to the game, don´t add more depth, don´t add more strategy, don´t make it more interesting.
"Its easy, just trust your CPU".-Boxer on being good at games
trinxified
Profile Joined December 2010
Canada7774 Posts
December 10 2011 18:41 GMT
#69
The OP must be a protoss player... His suggested resolutions are so toss-favored.
Lunaro
Profile Joined January 2011
Canada77 Posts
December 10 2011 18:47 GMT
#70
You forgot to remove warpgate tech too
thundrio
Profile Joined October 2011
15 Posts
December 10 2011 18:50 GMT
#71

On December 11 2011 00:11 forsooth wrote:
I do understand that the mechanics I developed in BW gave me an initial edge over people who were being introduced to StarCraft through SC2, but when I beat someone easily who's in diamond with hundreds of 1v1s played each season in comparison to my couple dozen, it's both surprising and off-putting. I don't feel like I should be beating people who put in vastly more time than I do.


I am in bronze league right now (I should be higher but I haven't laddered much, instead opting to practice my mechanics offline), and I often play people in standard games and I destroy them (I max out when they are sub 80 supply). Then I look at their profile and they have 200-300 league wins in comparison to my 20. I used to be confused as to how I beat them but you can't judge someones skill off the number of wins they have in a given season. They could have been smurfing in a low league before coming up to diamond, cheesing a bunch, or in my case [of looking at the league wins] play a bunch of non 1v1 ladders. A better way to judge their skill would be to look at their most recent game, maybe calculate their SQ and compare it with yours.
Captain Peabody
Profile Blog Joined May 2009
United States3128 Posts
December 10 2011 18:51 GMT
#72
I really thought we as a community were past the point of having threads like this, where someone random asserts a bunch of baseless complaints with no evidence and then proposes sweeping, random changes to the game.

I guess I was wrong.
Dies Irae venit. youtube.com/SnobbinsFilms
Awatsu
Profile Joined November 2010
173 Posts
December 10 2011 18:54 GMT
#73
-Protoss gateway units all 10% faster build time, Robo bay units 15% faster build time, Stargate 15% faster build time. Warp gate research 160 --> 120.
OH LOL are you serious??
Mafs
Profile Joined January 2011
Canada458 Posts
December 10 2011 18:58 GMT
#74
On December 11 2011 03:54 Awatsu wrote:
-Protoss gateway units all 10% faster build time, Robo bay units 15% faster build time, Stargate 15% faster build time. Warp gate research 160 --> 120.
OH LOL are you serious??

LOL, that would make protoss all ins vs zerg unstopable. by themselves, and getting rid of larva inject will break both of zergs legs. OP needs to analyze games a bit harder.
FallDownMarigold
Profile Blog Joined December 2010
United States3710 Posts
December 10 2011 18:59 GMT
#75
On December 11 2011 03:47 Lunaro wrote:
You forgot to remove warpgate tech too


No no no, he actually proved that warpgate research time should be *faster* than it currently is. Didn't you read about the evidence in the OP.. geez
PhiliBiRD
Profile Joined November 2009
United States2643 Posts
December 10 2011 18:59 GMT
#76
this thread is lol, your claims are based on a bad example of a DOTA issue, and suggested solutions are laughable. balance changes are not for people who are not trained for it, i would never even try to think of a balance change, theres just too many factors
y0su
Profile Blog Joined September 2011
Finland7871 Posts
December 10 2011 19:01 GMT
#77
@OP, you still haven't explained how taking away mechanics will make the game less easy mode!

On December 11 2011 00:13 jnc wrote:
I do understand "getting rid of 'mindless' APM" - similar to how workers now auto-mine and multi-building selection, I just don't understand how this doesn't make sc2 easier. Please explain better how getting rid of the sc2 "macro mechanics" makes it less easy?

lolsixtynine
Profile Blog Joined January 2011
United States600 Posts
December 10 2011 19:02 GMT
#78
On December 10 2011 23:28 Jyxz wrote:

At the bronze level I agree, but what I think is more relevant and yet forgotten is that there is no reason not to use these mechanics. Chronoboost you start with, and the other two are so powerful they have been gotten every game played since the first game of beta to the last game played today, (except maybe for 1 week when day9 did no queens for monday). These add slightly to your required APM however they are not true skill. True skill is when you have to decide whether or not to engage and army or go in for SCV kills with your muta. These are not apm they are TACTICAL decisions making it a strategy game. If something is so strong it is a must it isnt a test of skill just an unnecessary game mechanic. By your argument you should remove auto-mine and multiply building selection from the game. Beating someone shouldn't be about putting workers on minerals better it should be about making correction decisions in APM demanding situations.


You... do realize that this is what people hated about SC2 right?
hoby2000
Profile Blog Joined April 2010
United States918 Posts
Last Edited: 2011-12-10 19:13:26
December 10 2011 19:10 GMT
#79
On December 10 2011 23:55 Jyxz wrote:
Show nested quote +
On December 10 2011 23:47 Muki wrote:
I don't agree that SC2 to BW is what -em is to standard in dota.
SC2 is different and updated to 2010 expectations and a spiritual successor to BW, while -em in dota is just a gamemode that retains every item, hero etc. but they make early gamers less useful.

The skill ceiling in SC2 is still very high even though some old mechanics from BW aren't ported. It's not like a noob could hit master league while in -em it's a LOT easier for bad players to get good stats. 2012 looks so promising for SC2 skillwise, why would you want to hold people back with ancient mechanics that take up apm and aren't that interesting to watch.


I have to disagree with you here, even though a lot of what you say is true, it is possible for a noob to hit masters. The amount it takes to bring someone to diamond level in SC2 is absurdly easy. With terran just teaching someone a proper 2 rax push used to be enough to get to masters it is still enough to get to diamond, protoss 4 warpgate was enough to get high diamond before masters was even out.

As to the second part of your post, I am saying I don't want to hold people back? I want to remove these mechanics that have no decision making just mindless APM.


When people say rank means nothing in this game, they mean it. Lets think about the pro players who learn all-ins and performed them constantly..... BitbyBityPrime? Anyone know where he is? Or that Zenex player that 6 pooled Losira TWICE IN A ROW ON A 4 PLAYER MAP.


These are only two examples, but the point is that while you could learn a build and get to masters, that doesn't mean you're truly at the Master level of skill. It does mean your build is pretty damn solid, and you can probably play as a well as a TRUE Master leaguer, provided you're doing the same builds... but what if they're a different race? What if they do something you're not expecting? What if the person you're playing only has one build and it happens to counter your build?

Being in Master league or even Grand Master means crap in terms of true skill evaluation. What it does mean though, is that you may have the abilities to become one of the best due to your vigilance in achieving the top of the worst (when comparing to ALL ladder players).

It's like that part in the original Pokemon game where you get all the badges only to realize you have to go defeat the Elite 4 and Mewtwo. You haven't truly beat the game, but you are on your way if you keep going at it.
A lesson without pain is meaningless for nothing can be gained without giving something in return.
Sn0wM4
Profile Joined April 2011
Bulgaria68 Posts
December 10 2011 19:18 GMT
#80
Problem: The game is probably too easy (maybe).
Your solution: Remove everything that rewards good mechanics thus reducing need to have skill and making the game a macro-fest.
Wait a minute here...
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