Seriously guys, this is a good change. God forbid in 2012 we know how many workers we have in our army.
HOTS main buildings now displaying # of workers - Page 12
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Nabes
Canada1800 Posts
Seriously guys, this is a good change. God forbid in 2012 we know how many workers we have in our army. | ||
Apolo
Portugal1259 Posts
This is good, not only for players but for spectators. A casual can't distinguish when a base as a lot of workers and when it doesn't. But if they see a low number on one guy and a high number on the other then that eases a lot of their rudimentary strategical analysis. Why does this guy have so many / so few workers ? What's he doing ? Without this, they will just look at both bases and they'll look the same. I hope that like the time function that everyone disliked, this stays. And folks prefer it. Enough with the same "don't make it easier" BS. | ||
Heavenlee
United States966 Posts
On June 09 2012 07:57 jidolboy wrote: Then same thing can be said for Auto chrono,mule or inject lol High players doesnt have much trouble with them. Casual players do. Now, we dont want an easier game do we? Auto chrono, mule, and inject are 100% different. If you don't understand why you've never even played this game. Just stop. | ||
AndAgain
United States2621 Posts
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SnipedSoul
Canada2158 Posts
I like this change because you can check your saturation without having to look at your base. | ||
ticklishmusic
United States15977 Posts
Pros are good at the game and all, but they still sometimes overtransfer workers or dump too many at one expansion. It might be a couple too many sometimes or you barely notice, but sometimes you see some guy dump like 40+ workers on a single base, and its not because its his only one. That kind of mistake can affect income enough to change games. However, it depends on how the worker count is displayed. Basically anyone above bronze isn't actually going to look at the individual base much, so they wont see the number if its displayed on each individual base structure instead of on the wireframe (I guess they would adapt to that though). | ||
Talack
Canada2742 Posts
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Batch
Sweden692 Posts
I don't want to see games won by the player who has the best counting skills. I want to see the player with the best strategies, best macro, and best micro to win. | ||
Dranak
United States464 Posts
On June 09 2012 07:57 jidolboy wrote: Then same thing can be said for Auto chrono,mule or inject lol High players doesnt have much trouble with them. Casual players do. Now, we dont want an easier game do we? Actually, it's quite a bit of difference. This is putting information into an easier format (and honestly will have minimal effect on high level players, and may teach low level players something about econ management) that already exists. What you're talking about automates gameplay, and would remove decisions from the player. You have options on where/how to use the energy on a queen/nexus/orbital, and choosing how to use that is a much larger part of gameplay than manually counting workers. | ||
jalstar
United States8198 Posts
On June 09 2012 08:02 Apolo wrote: Yeah, don't use this !! Don't use time either ! Why minimap ? let players have to constantly look around without minimap, it makes it much harder ! Might as well remove automing while we're at it. This is good, not only for players but for spectators. A casual can't distinguish when a base as a lot of workers and when it doesn't. But if they see a low number on one guy and a high number on the other then that eases a lot of their rudimentary strategical analysis. Why does this guy have so many / so few workers ? What's he doing ? Without this, they will just look at both bases and they'll look the same. I hope that like the time function that everyone disliked, this stays. And folks prefer it. Enough with the same "don't make it easier" BS. Removing auto-mine is a wonderful idea though. It doesn't change balance and it forces everyone to switch between looking at their base and army more, raising the multitask cap. | ||
Mesha
Bosnia-Herzegovina439 Posts
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Pufftrees
2449 Posts
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AndAgain
United States2621 Posts
On June 09 2012 08:04 Batch wrote: Great change, should have been added a long time ago. I don't want to see games won by the player who has the best counting skills. I want to see the player with the best strategies, best macro, and best micro to win. This is part of macro. Selecting the workers and counting takes more time and attention than looking at a number. Incidentally, time and attention is the essence of RTS. | ||
Guardian1972
United States40 Posts
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CtrlShiftAltGrrrrrrr
544 Posts
On June 09 2012 08:04 Batch wrote: Great change, should have been added a long time ago. I don't want to see games won by the player who has the best counting skills. I want to see the player with the best strategies, best macro, and best micro to win. U are a stupid human being. ok mb not but maynarding workers, saturating bases perfectly is part of managing an economy, aka macro. why should players like Bomber, who put hours of work to make sure they het the perfect income at any given time get their efforts dismissed ? its like saying i dont want to see the player who split their marines better have more success, it should only be about talent, and talent is reflected by strategy. Stupid views like that piss me off so much... User was warned for this post | ||
Defacer
Canada5052 Posts
Making the game harder by making the UI worse or harder to understand is a stupid design philosophy and a bad way of increasing the skill ceiling. Including units like the widow mine, which punishes noobs severely but can be micro'ed against by good players, makes a lot more sense. Hopefully they keep moving in that direction -- make the UI better but the units more interesting. | ||
iYiYi
United States489 Posts
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Embir
Poland567 Posts
On June 09 2012 08:05 jalstar wrote: Removing auto-mine is a wonderful idea though. It doesn't change balance and it forces everyone to switch between looking at their base and army more, raising the multitask cap. Sure and lets lose about 90% of population which plays this game, because of fucking awful interface. | ||
StarBrift
Sweden1761 Posts
On June 09 2012 08:04 Batch wrote: Great change, should have been added a long time ago. I don't want to see games won by the player who has the best counting skills. I want to see the player with the best strategies, best macro, and best micro to win. Having that 3-5 drone difference you get from perfect management is not going to win you many games. It just makes your gameplay slightly better. You're arguing that we should remove core mechanical challenges of the game because you don't like doing them? This was one of the last things that actually required some attention in the macro game. | ||
Adreme
United States5574 Posts
On June 09 2012 08:06 Pufftrees wrote: Pretty shitty change... having a real nice mineral saturation across your bases separates a low diamond to a master's league player. Most Diamond players I know either have bad expansion timing (way way way to late) or poor micro. The macro is typically fine which is why I find they are in diamond and people trying to MKP there marines and getting 2k minerals banked in process are not. Honestly if I understand the feature right from the battle report I have to actually be looking at my cc to see it which if im doing is usually to check saturation anyway. | ||
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