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HOTS main buildings now displaying # of workers - Page 6

Forum Index > Closed
Post a Reply
Prev 1 4 5 6 7 8 18 Next All
StarBrift
Profile Joined January 2008
Sweden1761 Posts
June 08 2012 21:56 GMT
#101
Jesus christ can people stop saying this wont affect higher levels? Pro gamers a NO WHERE CLOSE to actually managing their economy perfectly.
Kaw
Profile Joined February 2011
United States74 Posts
June 08 2012 21:57 GMT
#102
On June 09 2012 06:53 Ero-Sennin wrote:
Show nested quote +
On June 09 2012 06:50 Kaw wrote:
On June 09 2012 06:47 Ero-Sennin wrote:
Think of this scenario. Guy is transferring probes and setting both rallies to his natural, but he's also being attacked so he can't go back to his main and check to see if he has 16 mining.

After the fight, let's say he's too busy, or he perceives himself too busy to check, and it turns out he has 13 mining instead, or 12, or maybe 26 are left, who knows... regardless, this situation doesn't play itself out if this decision stays in the game.


Except players still need to be aware of it. Your supply limit is always visible on your UI. That doesn't stop players from getting supply blocked.


What you just said makes absolutely zero sense because they are two completely unrelated things. Supply cap is different than miners mining minerals. You click on the nexus and it says "You have 14 probes on minerals"

Oh, so I'll just add two more.

That's it.


Its exactly the same thing. You look at your food count oh I'm 5 away from being capped I'll add two pylons. Its not like this transfers workers for the player. The player still needs to be aware of how his base is mining.
pStar
Profile Blog Joined December 2010
996 Posts
June 08 2012 21:57 GMT
#103
Holy shit you are all a bunch of crying babies
Its something to help newer players manage economy player. Pros already know how to do this by selecting anyway, its ingrained in their mechanics. No obvious advantage at all, just a little helping hand for newer players
BRaegO
Profile Joined November 2010
United States243 Posts
June 08 2012 21:58 GMT
#104
On June 09 2012 06:54 Windwaker wrote:
GoOdy will be happy


AHAHAHAHAHA too funny :D
_B L/IN K YOUREYES /1 FOR YES 2 F_OR NO
Mesha
Profile Blog Joined January 2010
Bosnia-Herzegovina439 Posts
June 08 2012 21:58 GMT
#105
I like this. It is almost totally irrelevant to someones ability to play the game better or anything like that but its pretty convinient number to have.
Reality hits you hard bro.
pallad
Profile Joined September 2010
Poland1958 Posts
Last Edited: 2012-06-08 22:00:41
June 08 2012 21:59 GMT
#106
On June 09 2012 06:20 Destro wrote:
this has no effect on anyone masters and up tbh


This .
Every good players are just select all workes , and count it in 2-3 sec ? , or even one sec so...
Why this is bad ? , its gonna help weak players , for good players nothing is changed.

On June 09 2012 06:56 StarBrift wrote:
Jesus christ can people stop saying this wont affect higher levels? Pro gamers a NO WHERE CLOSE to actually managing their economy perfectly.


You are so silly.... every pro , or even master player can duble click on workers to count them.
SC 2 -LingsLover- EU -- Jaedong , NesTea , Nerchio , DRG , Moon , Oz , Tarson , Scarlett -- Dota 2 Pallad EU- NaVi - LGD
roym899
Profile Joined March 2011
Germany426 Posts
June 08 2012 21:59 GMT
#107
Interesting change. I'll definitly think this will higher the niveau of the macro in lower leagues by a lot. When I advanced from Platinum to Diamond and even now in Mid Diamond I can win many Macro ZvZs just by getting the perfect saturation while my opponent horrible fails on doing that. This shouldn't happen anymore now.
aristarchus
Profile Blog Joined September 2010
United States652 Posts
June 08 2012 21:59 GMT
#108
On June 09 2012 06:56 StarBrift wrote:
Jesus christ can people stop saying this wont affect higher levels? Pro gamers a NO WHERE CLOSE to actually managing their economy perfectly.

And they still won't be. The point isn't that they have perfect economic management. It's that the limiting factor isn't ever an inability to figure out how many workers are at a particular base.
TheTenthDoc
Profile Blog Joined February 2011
United States9561 Posts
Last Edited: 2012-06-08 22:00:09
June 08 2012 21:59 GMT
#109
I don't think it'll really matter very much. I mean, the benefit of +/- 1-2 workers is so minimal that who really cares? Once you have 3 or more bases up it's insignificant. Heck, it probably makes less of a proportional difference than mineral boosting did way back when.
dotEXE
Profile Blog Joined July 2011
Netherlands41 Posts
June 08 2012 22:00 GMT
#110
I voted against it, but I'm not really 100% against this feature.

From a casual perspective this feature is great. It makes it easier for new players to hop in and have a little bit of direction in what they're doing. Lowering skillcap this way essentially opens the game up for a larger crowd. It can be seen as a small effort in trying to minimize the bleed of active players every season. The games you suck at the most are the least fun to play normally.

From a more competitive perspective this might be a useless feature, possibly even bad. I think this feature will effectively lower the skillcap for what is considered the upper echelons of the starcraft scene. It gives players with less skill an advantage over more skilled players who have absolutely no need for this feature. My fear is that there will be a wave of players riding on features like this to create a storm in the pro scene. Current pro-gamers will suddenly face players who are obviously less skilled, but have their play elevated by built in features. This goes against my view of gamebalance, where each player gets the same benefit from all ingame features.

On a totally unrelated and completely unfounded rant: If these kind of features do get through, when do you think we will see AI assisted micro? A for attack move, M for regular move, F for follow, P for patrol and S for split move?
I couldn't make up a funny quote...
blooblooblahblah
Profile Joined February 2011
Australia4163 Posts
Last Edited: 2012-06-08 22:02:38
June 08 2012 22:02 GMT
#111
Would rather not have this change, but it's not a big deal. I'm more concerned that these sorts of changes are becoming more common and making the game easier and easier.
Ganzi beat me without stim. Ostojiy beat me with a nydus. Siphonn beat me with probes. Revival beat my sentry-immortal all-in.
Kaw
Profile Joined February 2011
United States74 Posts
June 08 2012 22:02 GMT
#112
On June 09 2012 07:00 dotEXE wrote:
On a totally unrelated and completely unfounded rant: If these kind of features do get through, when do you think we will see AI assisted micro? A for attack move, M for regular move, F for follow, P for patrol and S for split move?


This isn't something that plays the game for you. All it does is give the player more information.
StarBrift
Profile Joined January 2008
Sweden1761 Posts
June 08 2012 22:02 GMT
#113
On June 09 2012 06:59 aristarchus wrote:
Show nested quote +
On June 09 2012 06:56 StarBrift wrote:
Jesus christ can people stop saying this wont affect higher levels? Pro gamers a NO WHERE CLOSE to actually managing their economy perfectly.

And they still won't be. The point isn't that they have perfect economic management. It's that the limiting factor isn't ever an inability to figure out how many workers are at a particular base.


Sure they will. In serious games there will be no excuse to not have the perfect ammount of workers at your bases in teh early game. There will be something like 10k players in the world that can manage early to midgame economy as good as the top pros. Do you seriously think that's good for competition?
Nokshalees
Profile Joined March 2012
United States120 Posts
June 08 2012 22:04 GMT
#114
On June 09 2012 06:59 pallad wrote:
Show nested quote +
On June 09 2012 06:20 Destro wrote:
this has no effect on anyone masters and up tbh


This .
Every good players are just select all workes , and count it in 2-3 sec ? , or even one sec so...
Why this is bad ? , its gonna help weak players , for good players nothing is changed.


You say that like it's a good thing
MKP/MVP/Kas/ThorZaiN/Jinro/ForGG | I MAEK HAE BYUNG. | #terranprideworldwide
hzflank
Profile Joined August 2011
United Kingdom2991 Posts
June 08 2012 22:04 GMT
#115
One of the best features in AoM was that the moddable UI allowed you to have counters for villagers per resource. Granted, there were 4 resources rather than 2, but i found this definitely made the game better rather than worse.
SecondSandwich
Profile Joined July 2008
United States319 Posts
June 08 2012 22:04 GMT
#116
I don't see why people are so against this. The only difference is that instead of boxing your workers to count them, you can click on the hatch/cc/nexus. This really means that you can just look at the number instead of counting the rows of selected workers--a slightly faster process. It is not like the game is auto-alerting you to transfer workers, etc.

I think it is silly to complain about this making the game easier. This is just a different way to represent the same information. The player still needs to make all the same decisions and judgments on how to manage economy, etc.
"Whatever [flash] says is the best, is the best" -Artosis i!i!i!i!i!Find Match!i!i!i!i!!i
Olli
Profile Blog Joined February 2012
Austria24422 Posts
Last Edited: 2012-06-08 22:06:55
June 08 2012 22:05 GMT
#117
It makes it easier, yes, but I don't think it makes it easier in a bad way.
I actually think it's good for quickly evaluating how many workers were lost in an attack. It might help with making decisions fast, such as for example the decision to all in if you lost too much.
I'm fine with it overall. It's not like it's gonna make a difference helping a bad player win against somebody who's better.
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
pallad
Profile Joined September 2010
Poland1958 Posts
Last Edited: 2012-06-08 22:08:28
June 08 2012 22:06 GMT
#118
On June 09 2012 07:04 Nokshalees wrote:
Show nested quote +
On June 09 2012 06:59 pallad wrote:
On June 09 2012 06:20 Destro wrote:
this has no effect on anyone masters and up tbh


This .
Every good players are just select all workes , and count it in 2-3 sec ? , or even one sec so...
Why this is bad ? , its gonna help weak players , for good players nothing is changed.


You say that like it's a good thing


Sure its a good thing , maby more casual players will now stick with sc2 and got more interesting with the game. Every game change that helps casual players on ladder in good for Sc2 , its dont affect players in diamond + , even when i play i count drones with double click and im top 5 diamond player.
More players play the better for Sc2 grown , and the community.
SC 2 -LingsLover- EU -- Jaedong , NesTea , Nerchio , DRG , Moon , Oz , Tarson , Scarlett -- Dota 2 Pallad EU- NaVi - LGD
Leetley
Profile Joined October 2010
1796 Posts
Last Edited: 2012-06-08 22:09:34
June 08 2012 22:06 GMT
#119
It's the same thing as boxing all the mining workers, so I don't see a problem here. It doesen't make things any easier or faster. Well, maybe slightly.

Edit: Actually if you all your bases hotkey'd invidually, then it makes macro way easier. In this case I don't like the change.
aristarchus
Profile Blog Joined September 2010
United States652 Posts
June 08 2012 22:07 GMT
#120
On June 09 2012 07:02 StarBrift wrote:
Show nested quote +
On June 09 2012 06:59 aristarchus wrote:
On June 09 2012 06:56 StarBrift wrote:
Jesus christ can people stop saying this wont affect higher levels? Pro gamers a NO WHERE CLOSE to actually managing their economy perfectly.

And they still won't be. The point isn't that they have perfect economic management. It's that the limiting factor isn't ever an inability to figure out how many workers are at a particular base.


Sure they will. In serious games there will be no excuse to not have the perfect ammount of workers at your bases in teh early game. There will be something like 10k players in the world that can manage early to midgame economy as good as the top pros. Do you seriously think that's good for competition?

What do you think is causing all those people to have poor economy management now? Do you think they look at a base and can't figure out if it's saturated or not? Do you think the APM needed to box the workers is so high they can't do it, but the APM needed to click on the nexus will be really easy? I think it's actually about the mental ability to keep track of lots of things at the same time and not forget it, and that's not changing at all.
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