HOTS main buildings now displaying # of workers - Page 14
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TBone-
United States2309 Posts
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StarBrift
Sweden1761 Posts
On June 09 2012 08:13 Alacast wrote: You DO realize that having the number on the screen is not the same as automatically moving workers around right? It still takes time, thought, practice, planning, and execution to manage your workers; they simply removed a single step of the process: boxing your workers. Now all you have to do is look at the number! You'll probably see lots of mid/low-tier pros with over/under saturation often because there's simply too many other important things to do in the game that demand your APM and concentration. Don't deny the infinity that is the potential options at any given moment in the game-you can always be doing something more, even if 99% of the game is automated. I am a top master player on europe. In world rank maybe top 10.000 in the world. With this change my econ management would be equal to DRG or Nestea. Do you see the problem here? 10k players being able to mimic certain aspects of a progamers performance with ease. If you're arguing that boxing workers in this build is hard to do in a high level game then I'm with you. But they are about to remove that and thus remove one of the core aspects of strong macro play. | ||
AndAgain
United States2621 Posts
On June 09 2012 08:19 Defacer wrote: Let's put it this way -- you could increase the skill cap of Chess by making all the pieces white and forcing players to remember who's is what, or forcing players to move their pieces with chopsticks. But that's not how chess is intended to be challenging. Anything that improves the user interface of a game for both players and fans should be welcomed. It improves the experience for entry level players and spectators but will have almost no impact on the game at the professional level. Edit: SC2 is a strategy game, not a game about counting moving objects. If you want the interface to be as simple as possible, there are lots of other things you can add. For example, an auto-produce button on any building. Obviously, we don't want the interface to either be as simply or as complex as it can be. There should be some sort of proper degree. I don't see how this simplification is desirable. | ||
Gheed
United States972 Posts
On June 09 2012 08:22 StarBrift wrote: I am a top master player on europe. In world rank maybe top 10.000 in the world. With this change my econ management would be equal to DRG or Nestea. Do you see the problem here? 10k players being able to mimic certain aspects of a progamers performance with ease. If you're arguing that boxing workers in this build is hard to do in a high level game then I'm with you. But they are about to remove that and thus remove one of the core aspects of strong macro play. So we'll be seeing you at the next Code A qualifiers? | ||
Nabes
Canada1800 Posts
On June 09 2012 08:10 Belha wrote: I don't like it. It should be some "skill" to have good control of how many workers you have. double click your workers at a base, 2 full lines for saturation for minerals and 2 lines + 4 for full mineral/gas saturation . Tell me how this equals skill again? | ||
CtrlShiftAltGrrrrrrr
544 Posts
On June 09 2012 08:13 Gheed wrote: All this does is save you the second it takes to highlight your worker line and add 2 for the workers inside geysers. Why are people complaining about this? of course its easy to do by itself but if u have to do 15 simple things then its multitasking and u have to focus a lot. some of the best players in the world, like supernova and ogs terrans in general for whatever reason dont always make sure they saturate each expansion properly, and it makes a concrete difference in income. So it has a bigger impact on highlevel gameplay than ud think at first glance. its not huge eitherway, but ive seen really good players lose cuz of it even if its one time out of 50 or so | ||
sour_eraser
Canada932 Posts
On June 09 2012 08:18 Heavenlee wrote: My claim is supported by actually playing the game. Comparing knowing worker saturation at a base to zerg always having perfect injections. Cool story bro. Like I said, I accept your bet, $1,000,000 to the person who is right. I'll PM you in ten years. .... What I wrote was an expression. Dont you hear people saying "I bet my life he'll score it in or something else" Now are you really going to kill that person? Second, what makes you think I dont play this game. You cant just assume and use that as evidence bro | ||
rauk
United States2228 Posts
On June 09 2012 08:23 Nabes wrote: double click your workers at a base, 2 full lines for saturation for minerals and 2 lines + 4 for full mineral/gas saturation . Tell me how this equals skill again? remember to press A to produce marines. tell me how this equals skill again? | ||
Gheed
United States972 Posts
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wunsun
Canada622 Posts
However, you do have to read a number. You can more often just look and guess, or highlight and look at the general number of units selected. So, it closes the gap, but not by much. | ||
GogoKodo
Canada1785 Posts
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The Stapler
United States326 Posts
please relax guys | ||
Omri
Israel638 Posts
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uSnAmplified
United States1029 Posts
On June 09 2012 08:17 StarBrift wrote: No i understand it, and being a smartass is perfectly fine response when someone wants to be an obvious asshole and come up with a jackass response like the original quote.If you trul,y can't understand how counting workers at 3-4 bases in a hectic game is an advanced skill then you are really really ignorant and know close to nothing about high level startcraft. Stop trying to be a smartass and call other people stupid when you don't understand the fundamentals of the game. Compared to MBS and auto mine this is a extremely small change, to bitch about it at this point is just doing it for the sake of bitching and being critical about something. Counting to 24 isn't hard, the two seconds it takes you to box the workers and count lines and add for gases being minded is now replaced by taking one second to look at a number, big fucking deal. Calling me stupid, ignorant or claiming that i don't know how to play doesn't actually prove that counting to 24 is hard skill by the way, it just makes you look like a jackass. | ||
Valon
United States329 Posts
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0neder
United States3733 Posts
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polyphonyEX
United States2539 Posts
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StarBrift
Sweden1761 Posts
On June 09 2012 08:19 Inex wrote: Less army management = more kung fu fighting. SC2 is supposed to be the future of e-sports, the chosen one, not an accountancy simulator. I think the new additions is alright, nothing special. Too much drama these days, less complex lol. The reason why sc2 and BW are popular games is because they are very hard to master. When you make the game easier it makes progamers seem less impressive. It's the same thing with sports. People think Lebron or Kobe are the great players they are because they are so well rounded as players. In my youth I could have given kobe a run for his money in a 3 point contest. I once made 36 shots in a row from the 3pt line after practise alone with the basket. So I could shoot the basketball really well. But I wasn't that fast. I wasn't that strong. I couldn,t jump that high. I had worse stamina and ball handle than he had. So if you put me into an NBA game that would be pathethic. The reason why those top NBA players are revered is that they have so many different skills that we know are extremely hard to attain and that makes the game so much more fun to watch. Now imagine if 3pt shots weren't allowed in basketball. How much more boring would it be to watch it then? Or (anticipating your "bad analogy reply") take a smaller example. Imagine the game with the rules stating you could take 5 steps after picking up the ball. Small limiting factors of a game makes it more interesting when it becomes clear to the viewer that the player is doing something difficult. | ||
Berailfor
441 Posts
What's wrong with that. For the majority of you voting no, are you hoping you are going to play against a player who isn't already counting his workers and transferring adequately? Because if you are. Your hoping to raise the ladder playing noobs. | ||
StarStruck
25339 Posts
On June 09 2012 06:13 Censured wrote: I already made a post in HOTS Info updates but I think this change deserve its own thread(if not close this please) So basicly now in HOTS your main buildings(nexus, hatch, cc) display number of worker on your mineral fields+gas? What do you guys think? Poll: Do you like it? No (828) Yes (537) 1365 total votes Your vote: Do you like it? I personally don't like it very much. It makes it a LOT easier to know when to transfer workers to a new base, but on the other hand that's exactly what a skilled player should check all the time, spent some APM on it etc, It makes quite a difference if your saturation is perfect or your base is over/under saturated. Now EVERYONE would have a perfect saturation in every base. Honestly this is really no different than all the other applications they gave us and look. What do you know people aren't happy about more simplification. | ||
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