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HOTS main buildings now displaying # of workers - Page 7

Forum Index > Closed
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CajunMan
Profile Joined July 2010
United States823 Posts
June 08 2012 22:08 GMT
#121
If this is end game its retarded. There is no reason and it makes the game even easier. This isn't like retarded ingame pathing or something this is a skill you need to play starcraft it shouldn't just be giving. Why don't we just watch ai play the game instead?
SecondSandwich
Profile Joined July 2008
United States319 Posts
June 08 2012 22:09 GMT
#122
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.


This change would not have any effect on managing your economy. It only tells you the number of workers you have mining, a number that everyone already has access to (by selecting the workers and counting them).
"Whatever [flash] says is the best, is the best" -Artosis i!i!i!i!i!Find Match!i!i!i!i!!i
1st_Panzer_Div.
Profile Joined November 2010
United States621 Posts
June 08 2012 22:09 GMT
#123
If this is only for spectators, awesome.

If this is a gameplay mechanic, hell no.
Manager, Team RIP ZeeZ
JackDT
Profile Joined January 2012
724 Posts
Last Edited: 2012-06-08 22:10:26
June 08 2012 22:09 GMT
#124
Making the game 'easier' by not hiding information is good... as long as the combat model and strategic gameplay is deep enough. Making a bunch of UI changes like this might even force them to put in more interesting elements.
Harris1st
Profile Blog Joined May 2010
Germany7315 Posts
June 08 2012 22:09 GMT
#125
same with multiple building selection and stuff

everyone said, oh so easy, but now it's just there and nobody cares
Go Serral! GG EZ for Ence. Flashbang dance FTW
howLiN
Profile Blog Joined April 2011
Portugal1676 Posts
June 08 2012 22:09 GMT
#126
On June 09 2012 06:54 nucLeaRTV wrote:
Starcraft 2: No micro intended.

Because boxing your workers and clicking your CC are very different APM-wise.

+ Show Spoiler +
they're not
di3alot
Profile Joined December 2011
172 Posts
June 08 2012 22:09 GMT
#127
i like it. the people that are complaining about this should try to see it from a different perspective. like you can spend your time on other stuff
chocopan
Profile Joined April 2010
Japan986 Posts
June 08 2012 22:10 GMT
#128
Obviously it's arbitrary what tools make the game better, to some extent. There are a lot of things in WoL already that more or less automate what required a lot of practice to do efficiently in bw. But I'm against the change. It's not that difficult to figure out your workers manually but it's one of those minor skills that we associate with developing your play. It's good to have a range of difficult and more simple skills in a game. This is one of those simple but valuable skills a weaker player can target to improve their game. Why make it a number. In some ways it's trivial but why bother changing this compared to so many other more worthwhile tweaks?
Dance those ultras
Thylacine
Profile Joined August 2011
Sweden882 Posts
June 08 2012 22:10 GMT
#129
Bad idea.
What you're looking at could be the end of a particularly terrifying nightmare. It isn't. It's the beginning. Introducing Mr. John Valentine, air traveler. His destination: the Twilight Zone...
dotEXE
Profile Blog Joined July 2011
Netherlands41 Posts
June 08 2012 22:11 GMT
#130
On June 09 2012 07:02 Kaw wrote:
Show nested quote +
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.


True, but also takes away a small bit of work from the player. Like I said, it is completely unfounded and just wild ranting, and I don't believe it wil actually come to such an absurd situation, but you have to wonder where thoughts of simplifying the game may lead if taken overboard.
I couldn't make up a funny quote...
pallad
Profile Joined September 2010
Poland1958 Posts
Last Edited: 2012-06-08 22:12:11
June 08 2012 22:11 GMT
#131
On June 09 2012 07:07 aristarchus wrote:
Show nested quote +
On June 09 2012 07:02 StarBrift wrote:
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.


You are wrong. Economy is not only counting workers , its APM also . Some of players in minus diamond leagues , are even afraid to take third base , because they dont have skill to defend it etc..
SC 2 -LingsLover- EU -- Jaedong , NesTea , Nerchio , DRG , Moon , Oz , Tarson , Scarlett -- Dota 2 Pallad EU- NaVi - LGD
Regorr
Profile Joined February 2011
306 Posts
June 08 2012 22:12 GMT
#132
This is such a minuscule change i cannot believe you guys are being cunts about it lol,
opisska
Profile Blog Joined February 2011
Poland8852 Posts
Last Edited: 2012-06-08 22:12:51
June 08 2012 22:12 GMT
#133
On June 09 2012 06:16 VPCursed wrote:
ok so i guess a semi pro has to come in and set this to rest. I was GM many seasons and I can assure you that this change has absolutely 0 fucking effect on anything.. People at my level and pros especially can easily glimpse at the mineral line... not even dragging our mineral line to see how many workers we have.
I mean, you guys are really completely missing the idea of a strategy game when you get in an uproar about this shit.


I am so very glad that even people on your level see it this way. Because all the people that are against these things want to make themselves look like the saviours of e-sports. And meanwhile, the real e-sports people do not give a shit. That really tells a lot.

Sadly, the one-line "ohno, you are making our precious difficult game easier" comments continue for many, many pages.
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
StarBrift
Profile Joined January 2008
Sweden1761 Posts
Last Edited: 2012-06-08 22:13:01
June 08 2012 22:12 GMT
#134
On June 09 2012 07:07 aristarchus wrote:
Show nested quote +
On June 09 2012 07:02 StarBrift wrote:
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.


The time difference between boxing 2-3 bases and counting workers to just clicking a building is atleast 2-3 seconds per base. It will cut this mechanic from 10 sec down to say 4 on a 3 base economy. This means you can count workers in battle. If someone went back to his bases to count workers in battle in this current build he would lose all his units in the process. Now you will be able to do it after sending in units for a big battle, while dropping someone, while scouting a base and keeping an eye on the minimap. The difference will be HUGE for anyone that plays the game at a higher level.
howLiN
Profile Blog Joined April 2011
Portugal1676 Posts
June 08 2012 22:12 GMT
#135
On June 09 2012 07:11 pallad wrote:
Show nested quote +
On June 09 2012 07:07 aristarchus wrote:
On June 09 2012 07:02 StarBrift wrote:
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.


You are wrong. Economy is not only counting workers , its APM also . Some of players in minus diamond leagues , are even afraid to take third base , because they dont have skill to defend it etc..

And what exactly does that have to do with having the number of workers displayed on the building?
Selkie
Profile Blog Joined October 2010
United States530 Posts
June 08 2012 22:13 GMT
#136
How does this make the game easier at the highest level? All it does is raise the skill floor. Masters, and I'm for it.
MentalGNT
Profile Joined January 2011
Denmark1264 Posts
June 08 2012 22:14 GMT
#137
I think it will end up like when blizzard introduced alerts for larvae spawns and mule deaths. Everyone was saying that blizzard was dumbing down the game and that it would make the game way too easy. In the end it ended up not making a difference to anyone above silver.

I have a feeling that this will go the same way.
What a player
Nisyax
Profile Blog Joined January 2012
Netherlands756 Posts
June 08 2012 22:16 GMT
#138
The worst this does is make "bad worker management players a little better"..? Which should be a good thing right.
Astraar
Profile Joined November 2011
Germany7 Posts
June 08 2012 22:16 GMT
#139
I think for beginners this is very good but for pros ... i dont know. Maybe make a checkbox to disable it for custom games. u can add this to ur poll if u want ;p
StarBrift
Profile Joined January 2008
Sweden1761 Posts
Last Edited: 2012-06-08 22:17:08
June 08 2012 22:16 GMT
#140
On June 09 2012 07:13 Selkie wrote:
How does this make the game easier at the highest level? All it does is raise the skill floor. Masters, and I'm for it.


Read my previous post.

To clarify also. The problems that pro gamers have with econ management now are small. It doesn't make them lose tons of minerals. Its something like keeping 2 drones over saturation and things like that. But the point is that if you make the management perfect then suddenly everyone willl be able to perform perfect all ins and timing pushes. Drone counting was pretty much the only thing that separated a player with more multitasking from a low-mid master player in terms of econ management.
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