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On March 13 2016 14:43 Scarbo wrote:
2. If they touch balance the game is over Some people said that before and after every balance patch (1.02, 1.04, 1.05, 1.08). Didn't work out that way. People kept playing happily, and the game got better with every balance patch.
Though yes, I'm definitely in the 'small balance changes at most' camp.
3. If they touch the resolution the game is also over. If you ever seen or messed with reshack you know how small things get. If they just release high-res textures but keep things the same size it can work though. Wat? You definitely want hi-res. You can do it in a way that doesn't make units and buildings tiny or make you see way waaaay more of the map at any one time (though aspect ratio will very likely have to change, so you'll see 'a bit' more of the map no matter what. No one wants big honking vertical black window bars as part of their UI).
4. If they touch the interface (unlimited unit selection for example), the game is over Probably, yeah. There's some minor things that could be made easier, but things like upping unit select from 12 units would be an unmitigated disaster.
One would have to not understand BW at all to make such a change. 
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On March 13 2016 22:16 Chef wrote:Show nested quote +On March 13 2016 20:06 heronn wrote: - 1280x720 resolution + zoom in
- 24 unit selection
Balance:
- Mutalisk - medium size
- High Templar - increase gas cost to 175, Storm cost 100 energy also increase storm duration by 25%, KA increases energy by 100
- Reaver - fix scarab bug's
- Scout cost less minerals and speed upgrade at start
- Ghost speed-hp buff, lockdown cost 75 energy + has range 10
- Queen - spawn broodling cost 125
Balance changes should be implement firstly in balance test map.
24 units select, good lord. Have fun getting your barracks sniped by a pack of 23 perfectly controlled stacked mutas. You wanna just make turrets do splash damage and have 5x the health to compensate?
My Valkyries/Corsairs wainting for them ^^ If mutas are medium Goliaths and Goons should have more chance against them.
If 24 is imba so maybe we can try 18?
Its only proposition.
Imo balance changes bring back no use units to gameplay so open doors to new strategies and gives a lot of depth in overall gameplay but its only my suggestion. BW is absolutely fine and nearly perfect game for me (always been) but can be perfect
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On March 13 2016 02:01 phosphorylation wrote: Slight buffs to DAs, ghosts, queens, and scouts would indeed be a nice way to freshen things up after a decade of no changes without disrupting the metagame balance too much. Definitely agreed.
Also wouldn't mind seeing slight changes to Medics' Heal (feels a little too 'rigged' vs Z), and ZvZ being less completely about ling-muta, with almost no chance of getting to Hive level tech.
Also never liked how tac airs' (scouts, wraiths) ground attack got so hosed in the 1.04 patch, even though there were new units (sairs, valks) explicitly designed to deal with packs of tac air.
Would like to see Greater Spire units (devourers, guardians) have a bit more of a role.
Fix obvious bugs that impact gameplay, like the valk sprite bug, dragoons getting stuck, the observer-turret bug, the very worst examples of 'derp' scarab-pathing, etc.
You really should be able to decide which side of a production building your units spawn out of. Important for wall-ins, etc.
The last balance patch was 15 years ago, the meta of the game has shifted in ways since then that no game designer could possibly foresee. So yeah, do some minor tweaks for the better, but do as little as possible while doing that. Don't 'love' BW to death.
And don't make it like SC2, either. 
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On March 13 2016 22:41 heronn wrote:Show nested quote +On March 13 2016 22:16 Chef wrote:On March 13 2016 20:06 heronn wrote: - 1280x720 resolution + zoom in
- 24 unit selection
Balance:
- Mutalisk - medium size
- High Templar - increase gas cost to 175, Storm cost 100 energy also increase storm duration by 25%, KA increases energy by 100
- Reaver - fix scarab bug's
- Scout cost less minerals and speed upgrade at start
- Ghost speed-hp buff, lockdown cost 75 energy + has range 10
- Queen - spawn broodling cost 125
Balance changes should be implement firstly in balance test map.
24 units select, good lord. Have fun getting your barracks sniped by a pack of 23 perfectly controlled stacked mutas. You wanna just make turrets do splash damage and have 5x the health to compensate? My Valkyries/Corsairs wainting for them ^^ If mutas are medium Goliaths and Goons should have more chance against them. If 24 is imba so maybe we can try 18? Its only proposition. Imo balance changes bring back no use units to gameplay so open doors to new strategies and gives a lot of depth in overall gameplay but its only my suggestion. BW is absolutely fine and nearly perfect game for me (always been) but can be perfect  These changes are insane and would never work. I hope balance isn't changed at all, actually. The game is too settled.
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full HD support obviously...
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I agree that as long as the stack back&forth air attack exploit stays, it is a very bad idea to increase unit selection limit. I agree that increasing the unit selection limit COULD be a good thing, but it needs thorough testing and keeping the option of rolling back if it doesn't work out that well with the UI and balance. In my opinion I would like to see that exploit go because I believe it causes problems and imbalance by reducing strategic depth of the game significantly, but I believe if it ever was to be considered seriously this should not be decided without polling the existing BW community appropriately.
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-auto matchmaking system -DA starting with 6(4?) energy if the respective upgrade researched -choose colour manually -some sort of optional "new graphics" — I personally love how bright and deep are colours in wc3, whereas in bw it's too gloomy, dirty, I'd say, muddy. Always seems like it's night time. But for those who love original graphics, I want this to be optional -option to swithc in-game chat off, or some sort of filters allowing only "gl" "hf" and "gg" -more chat commands — e.g I'd love to have /dnd for non-friends
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Would hope it does NOT go to 3D graphics. Actually much prefer BW sprites to SC2's look.
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doesn't have to go 3d at all, just refined/brightened sprites
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I would like protoss shuttle to be a bit cheaper (150) and have a bit more hp to tank 3 scourge. It would encourage more usage in pvt and pvz which usually makes for very exciting harass oriented games.
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1) auto game matching 2) the travel time of EMP(Science Vessel) 3) Latency(lag issue) 4) command action faster(Watch old FPVODs of players. Faster than #l2)
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I'd like all races to mine at the same rate and fix the missing larvae bug.
Add all MCA features with auto match making and linux support would be amazing.
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On March 13 2016 01:43 WinterViewbot420 wrote: Nobody knows if SC will or will not get a patch, but we can dream.
They've already said they are going to patch it, so why dream.
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On March 13 2016 13:19 N.geNuity wrote: i'd be in favor of workers spending the money upon an order being issued
e.g. have 125 minerals, order scv to build depot, scv is dumb as shit and takes forever to go to depot spot, shows up to depot spot with <100 minerals as maybe macro cycle went through, and doesn't build it.
I want that 125 minerals to immediately jump down to 25 minerals, and if the scv is stupid and can't construct the depot because some other scv next to him finishes a depot and blocks the spot at just the right time, you get back the issued-but-not-spent 100 minerals
I'm not even asking for scvs to be smart when building, just I want money spent when I issue the command
I disagree, being able to spam build while waiting for the worker to get to the location allows you to build more structures faster.
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On March 14 2016 01:31 lolcookie wrote: I'd like all races to mine at the same rate Pretty sure they already do.
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-Make it that you at least you attack the medic in front instead of just moving around like idiots with ur zerlings. That would be cool i guess -Scarab better interacition when close to mineral field -Give spider mine a diferent death and explosition animation
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On March 14 2016 02:48 therockmanxx wrote: -Give spider mine different death and explosion animations Yup. Always bugs me that they're the same, can't immediately tell if the mine went off or not.
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On March 13 2016 07:51 art_of_turtle wrote:The only buff that we need. Seriously everyone ignoring the most important buff suggestion.
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Wouldn't mind slight nudges to the underused units but I can see why people would be against it. But obviously it's not even a possibility.
Aside from that, the obvious stuff... proper Win10 support, auto-matchmaking, port-forwarding fix, old replay support, lan lat.
Bug fixes to the hyper-speed Lurkers, Valkyries not doing damage and other annoying bugs that have no upsides.
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Scouts cost less, Spawn Broodlings at 100 energy, Vultures only come with 1 free mine, Tanks minus 10 damage, Dragoon AI fixed, Carrier maxes out at 6 interceptors, Devourers release mini anti air flies, Guardians do splash damage, Medic gas cost plus 25
Should balance out the T favored landscape at S class levels
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