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Lets imagine SC1 with MBS. - Page 20

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orangedude
Profile Joined April 2007
Canada220 Posts
Last Edited: 2007-10-03 17:07:31
October 03 2007 17:06 GMT
#381
On October 03 2007 23:50 Stegosaur wrote:
Is there some kind of official statement from Browder or whoever that they will, without a doubt, incorporate MBS?

Indeed there was an official statement. There seems to be no signs of hesitation whatsoever with the MBS. This is in contrast to multiple unit selection, which "may change with further development".

From Karune's Q&A:
1. Will players be able to select multiple buildings simultaneously?

We are directing much attention to polishing and improving the user interface. On that note, players will definitely be able to select and build from multiple buildings at the same time. You cannot drag-select buildings, but you can shift-click on them and add them to a control-group for ease of unit production.

2. Will workers auto-gather resources if the rally point is set to a mineral node or a geyser?

Of course.

3. Will we be able to select more than 12 units at the same time?

Currently, unit selection is unlimited, but this may change with further development and testing.
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
October 03 2007 17:15 GMT
#382
On October 04 2007 02:05 Lz wrote:
even monkeys could figure out that MBS is bad for sc2... im sorry to all you ppl who want mbs.. but ur IQ is lower then monkeys ~ surely blizzard has a bannana amoung them.. to figure this out. :D

Even a dog can figure out that noone knows yet if mbs is good or bad.

Your post doesnt make people listen to you, this only shows that your mind is so closed that there is no reason to take you seriously on this point.
InRaged
Profile Joined February 2007
1047 Posts
October 03 2007 17:31 GMT
#383
On October 03 2007 23:50 Stegosaur wrote:
I'm *not* going to get into an argument about MBS but I want to point out:

Show nested quote +
On October 03 2007 21:47 lugggy wrote:
- Blizzard is going to include MBS in SC2.


Why the SHIT do people keep repeating this? Are you gloating? Do you feel victorious over the people who oppose it so you need to bring it up? Is there some kind of official statement from Browder or whoever that they will, without a doubt, incorporate MBS?

What the hell is the point of bringing this up in a 300-post thread, besides trying to piss people off.

That pisses you off EXACTLY like shit like that pisses off me
On September 30 2007 20:56 Artosis3 wrote:
...With MBS suddenly hungtran doesn't need maphack to be good...
...1v2t. Look at me I'm iloveoov jr. Try it. 1v2t. Sorry oov you are out of a job. Even Casy can TvP now...
...At high levels MBS will ruin competition. SC2 will be WarCraft 4...

And what an irony BlackStar said exactly same "shit" as lugggy but turned upside down right after your rant. Wonder, who'll stop first

On October 03 2007 15:31 Aphelion wrote:
The clicking part isn't the hardest. Anyone can go 5dtabdtabdtabdtabdtabdtabd without thinking or even realizing it after a few hours of training.

Its the part about having to tear yourself from your units consciously and going back to base to macro thats important.

Some Protoss and Zergs already most of the time don't go to the base to produce units.
If you don't remember Tasteless idea about expanding amount of control group hotkeys also based on concept of macroing only from the keyboard without returning to the base. You've supported that idea and now, surprise-surprise, you're saying that really important part is going back to the base and not clicking!

On October 04 2007 02:05 Lz wrote:
even monkeys could figure out that MBS is bad for sc2... im sorry to all you ppl who want mbs.. but ur IQ is lower then monkeys ~ surely blizzard has a bannana amoung them.. to figure this out. :D

AA-RaVaGeR had more value in his posts than you.
greatmeh
Profile Blog Joined September 2005
Canada1964 Posts
October 03 2007 17:48 GMT
#384
wow .... this argument is not going to proceed into something.
Please admins, close this thread and any other thread that comes up on the topic, it is just a big waste of internet.
Aphelion
Profile Blog Joined December 2005
United States2720 Posts
Last Edited: 2007-10-03 17:51:01
October 03 2007 17:50 GMT
#385
On October 04 2007 02:31 InRaged wrote:


Show nested quote +
On October 03 2007 15:31 Aphelion wrote:
The clicking part isn't the hardest. Anyone can go 5dtabdtabdtabdtabdtabdtabd without thinking or even realizing it after a few hours of training.

Its the part about having to tear yourself from your units consciously and going back to base to macro thats important.

Some Protoss and Zergs already most of the time don't go to the base to produce units.
If you don't remember Tasteless idea about expanding amount of control group hotkeys also based on concept of macroing only from the keyboard without returning to the base. You've supported that idea and now, surprise-surprise, you're saying that really important part is going back to the base and not clicking!


Zero contradiction. If you use 1 hotkey for CC / Nexus (could be 2, and T needs to hotkey comsats too), and 2-3 for units, you have 6, at most 7 for gates / rax / facts. Incidentally, this period of the game you need to go back to build supply, order probes to mine, tech, etc. After this period, you will need to go back as your gate number increase beyond your hotkey usage.

And that is for people who do use most of their macro from keyboard. A lot prefer to use more hotkeys for units and use the oov double tap method or F keys to return to base to macro fast. I think Nony has his nexus hotkeyed, and double taps on them to go back? Can't be sure.

Bottom line is, macro used to something that was not easy and required different adjustments through the game, and required a sacrifice of attention on micro. Both the multitasking elements and mechanical elements are being reduced w/ MBS greatly - and they shouldn't be.
But Garimto was always more than just a Protoss...
greatmeh
Profile Blog Joined September 2005
Canada1964 Posts
October 03 2007 17:52 GMT
#386
tl.net has been owning the internet for quite some time now.
Unfortunately, with the rise of the MBS topics, tl.net has been utterly owned by the internet.
The internet is a powerful device.
Aphelion
Profile Blog Joined December 2005
United States2720 Posts
October 03 2007 17:54 GMT
#387
Even the 300 Spartans were owned by the hordes of Persian noobs.

I fully anticipate Blizzard to ignore us on this matter and cater to the noobs who were lured away by the flash and ease of shittier games in the first place. But I'm gonna fight for the last inch of ground for the competitive community. Its the last of its kind...
But Garimto was always more than just a Protoss...
Daigomi
Profile Blog Joined May 2006
South Africa4316 Posts
October 03 2007 18:01 GMT
#388
I hate doing this, but I believe that I brought up a good point and would like to see someone comment on it rather than reiterate what we've been over before. So here's some shameless reposting:
+ Show Spoiler +
On October 02 2007 23:35 Daigomi wrote:
Show nested quote +
And finally, yes, SC2 will kill SC1. Yeah sure, there'll be a few hundred, maybe even thousands of players still playing it, but the competitive scene will move on.


Yip. Starcraft will die relatively soon after Starcraft 2 is released, just like Quake 4 killed Quake 3, even though it was inferior in multiplayer, or at the very least it will cause a split in the scene, just like CS:S and CS 1.6 is now split. Because of this, it is very important that SC2 is a success.

As to the whole MBS debate, I find it very hard to make up my mind. My biggest worry with MBS is MBS combined with auto-mining. Hotkey'ing 6 command centres and having them all auto-mine will make building a strong economy very easy, I doubt anyone would argue with this. Unit production might be made easier with MBS, but not as significantly as most people believe.

On the other hand, I also feel that MBS is necessary in the evolution of RTS games, and I do not doubt that it is absolutely essential to SC2. Not having MBS would be like a Formula 1 team deciding that they do not need the newest automobile technology because it takes some of the skill out of racing. It is essential for SC2 to have MBS even if it is just to keep it on par with other RTS games.

So, I believe we are stuck in a situation where MBS is so to speak a necessary evil. Now this has been rehashed multiple times, and I'm just stating it at the start so that it will be clear where I'm coming from.

What I am wondering is whether the decrease in macro will not simply increase efficiency in pro-gaming. So far everyone seems to argue as if SC2 will be played in much the same way as SC1, but with an easier interface. I believe that the easier macro will greatly change the way the game is played, so that a map can be mined clean after 20-30 minutes of play, rather than 40-50 minutes.

For those that remember the start of progaming, I'm sure that if you look past your nostalgia you'll remember games where half the mineral spots on a map were left untouched after 60 minutes into the game. With the ever strengthening macro (forced on players by Oov), the game has changed to such an extent that a map can easily be mined out after 50 minutes. Because of this, macro changed from simply being able to build and mine from expansions, to being able to secure expansions, and to fight over those expansions.

MBS to me would have the same effect. The increased ease with which macro can now be done will simply place higher macro demands on the player (perhaps not physically, but in the game itself). Players would be able to expand much more rapidly, and would need to increase the speed at which they do everything, in order to keep up with the opponent. Bases would need to be secured more quickly, units manuevered more quickly, and even production facilities set up more quickly, to keep up with the greater income of players.

I can't see a game played competitively without players being pushed to the limit, and having an easier way to build units would force players to spend the "energy" usually spent on building units elsewhere, such as taking even more expansions. I'll try to illustrate this with an example:

Lets take TvT on Python, with SC2:

The start of the game should progress in much the same way, as progamers have more than enough time to do what needs to be done in the beginning in SC1, thus they are already functioning at 100% efficiency in the beginning.

Once the game reaches 10 minutes, both players have taken their naturals, and there are a few small skirmishes across the map. Usually in SC1 this is where players take their first expansions. So, both players take their first expansions. Now, the first expansion will be up and running a bit sooner, because players are able to get miners there efficiently, and have more time to spend on the base due to the smaller constraints of unit production being placed on them. So, 1 minute after the Command Centre finishes, both players have a fully functional expansion up, decently protected with turrets and tanks. This is where the game changes.

Both players now have minerals sooner than they usually would in SC1, so they have a choice, either build more units, or expand again. If they choose to expand again, 2 minutes later that expansion could be fully up and running, and they would have the choice of expanding yet again, or building more production facilities. This choice which is already very important in SC1, would be much more common because of the increased efficiency the players are playing at. Thus macro'ing will in a certain sense, still be about deciding when to do what in the game. Should I expand now, or would I be over-extending, do I need an additional 2 factories, or will my opponent have too great an economic advantage. Similar choices to that of SC1, but much more frequent.

But the increased strain does not end there. With more bases being built, more bases will also need to be defended, or alternatively, more bases will need to be attacked. Players will need to find ways of increasing the mobility of their forces, either by standard means found in SC1 (dropships, nydus canals, arbiters), or by ways that may only be possible with MBS, like spreading out production facilities, something that is impractical in SC1, because buildings need to be individually selected to build units, thus each new location increases the time it takes to build units.

This is simply a small example of the changes that MBS could bring to the game, and I think that if you consider the situation described in depth you will find that it probably will still require a strong macro sense to play.

So, while I believe that auto-mining when used in conjunction with MBS can make having a strong economy easier in SC1 terms, I also believe that the definition of a "strong economy" might change in SC2, due to the increased ease with which macro is executed.

As a final example I will use CnC3, a game I have only seen played a few times, but seems to be a decent strategy game. CnC3 has MBS (so to speak), yet the apm of the players I saw play was comfortably over 200. Because buildings build faster, and more units can be build, players are simply forced to do twice as much as they previously did. It is no longer sufficient to expand once every five minutes, you have to constantly be busy expanding, and finding new mineral spots, and building new production facilities. The game shocked me at how high paced it was, rushes happened in the first minute of the game, yet expansions were built while the units were being microed, and expansions were being killed a rebuilt.

As I said, I've only seen a few games of CnC3, but it made me feel that SC2 will perhaps be even more macro dependent than SC1 was, or at least similarly so, even though MBS is implemented. If my final example doesn't hold water, please don't disregard the whole argument, I have only seen a few games of CnC3.

PS. No I don't want SC2 to be the next CnC, don't even try to throw that at me.
Moderator
lugggy
Profile Blog Joined October 2006
450 Posts
Last Edited: 2007-10-03 18:18:36
October 03 2007 18:13 GMT
#389
Daigomi I'm not sure which point you meant to bring up. There seem to have been several.

Yip. Starcraft will die relatively soon after Starcraft 2 is released, just like Quake 4 killed Quake 3, even though it was inferior in multiplayer, or at the very least it will cause a split in the scene, just like CS:S and CS 1.6 is now split. Because of this, it is very important that SC2 is a success.


Not true. War3 didn't kill SC:BW. Neither have other, "newer" "modern" RTS's. Why would SC2?

Not having MBS would be like a Formula 1 team deciding that they do not need the newest automobile technology because it takes some of the skill out of racing. It is essential for SC2 to have MBS even if it is just to keep it on par with other RTS games.


Bad analogy. RTS's don't race against eachother, such that the more features they have, the faster they go. SC1 proves this, for instance. "Taking the skill" out of a game, could be analogous to, making your car less aerodynamic though, if we imagine RTS's as cars racing against eachother. Their success is analogous to their quality for the player. MBS isn't necessarily, plus quality.


The rest of your post seems to talk about SC2 like it will be SC1 with minor changes. We know this isn't the case. There is no TvP (as we know it) or Python (as we know it) for SC2. Obviously more players, in SC2, thanks to MBS, are going to be closer to perfect macro. What this means in SC2 remains to be seen--better game, worse game, how does anyone claim to know? I suspect even without MBS it is going to be easier to play near perfect in SC2 because that's the kind of thing this current Blizzard (the one who made War3, which can hardly be construed as the one who made SC) seems to see as progress (for the interface and for the genre). And your guess is as good as mine, as long as it isn't based on faulty assumptions, such as that SC2 is going to have SC1's micro, units, matchups, etc. Because it's obviously not.
A little effort please, this isnt a forum for just posting every link on the internet.
SoleSteeler
Profile Joined April 2003
Canada5466 Posts
October 03 2007 18:19 GMT
#390
War3 wasn't designed as a successor to BW.
Aphelion
Profile Blog Joined December 2005
United States2720 Posts
October 03 2007 18:31 GMT
#391
I think you really overestimate increase in macro at the top levels due to MBS. I'm pretty sure that SBS is far from a limiting factor in pro level macro, certainly not at the level to change expansion timing and having the map mined out 10 min faster. The big thing with MBS is that it doesn't uniformly raise macro across the board, but helps noobs much more than pros.
But Garimto was always more than just a Protoss...
InRaged
Profile Joined February 2007
1047 Posts
Last Edited: 2007-10-03 18:33:04
October 03 2007 18:32 GMT
#392
On October 04 2007 02:50 Aphelion wrote:
Show nested quote +
On October 04 2007 02:31 InRaged wrote:


On October 03 2007 15:31 Aphelion wrote:
The clicking part isn't the hardest. Anyone can go 5dtabdtabdtabdtabdtabdtabd without thinking or even realizing it after a few hours of training.

Its the part about having to tear yourself from your units consciously and going back to base to macro thats important.

Some Protoss and Zergs already most of the time don't go to the base to produce units.
If you don't remember Tasteless idea about expanding amount of control group hotkeys also based on concept of macroing only from the keyboard without returning to the base. You've supported that idea and now, surprise-surprise, you're saying that really important part is going back to the base and not clicking!


Zero contradiction.

Go and read linked thread >___>
You were supporting idea that makes situation "you will need to go back as your gate number increase beyond your hotkey usage." nearly impossible in flavor of clicking and That's what contradicts with your previous statement. Your description of Terran's hotkeying in BW is not relevant to my post at all.

On October 04 2007 02:54 Aphelion wrote:
Even the 300 Spartans were owned by the hordes of Persian noobs.

I fully anticipate Blizzard to ignore us on this matter and cater to the noobs who were lured away by the flash and ease of shittier games in the first place. But I'm gonna fight for the last inch of ground for the competitive community. Its the last of its kind...

Attacking opposed side in discussion is the best way to win, right, my persian friend?
Daigomi
Profile Blog Joined May 2006
South Africa4316 Posts
Last Edited: 2007-10-03 18:57:57
October 03 2007 18:44 GMT
#393
Not true. War3 didn't kill SC:BW. Neither have other, "newer" "modern" RTS's. Why would SC2?

As I said, there will at the very least be a split in the scene. A good game might not be killed by opposing games, but it usually will be killed by it's successor, even if the successor isn't as good. If not, then there will be a split in the scene where many gamers from the old game move on to the new game, while others remain at the old game. Either way, SC2 could potentially kill SC1, without taking over its spot.

Bad analogy. RTS's don't race against eachother, such that the more features they have, the faster they go.


You are nit-picking. The main point still stands: if there is a new technology around that makes something easier to do without a significant negative effect (yes, macro is a negative effect, but not to the general player base that would not notice the difference), then leaving it out would negatively influence a game. And RTS games might not "race" each other, but they do compete. That was the analogy I was making. Even then, that was just in the introduction, and has very little to do with the main argument.

The rest of your post seems to talk about SC2 like it will be SC1 with minor changes.


This seems to be ignoring my comment entirely:

So far everyone seems to argue as if SC2 will be played in much the same way as SC1, but with an easier interface. I believe that the easier macro will greatly change the way the game is played.


But if you are saying that I am basing my arguments on the premise that SC2 will be similar in essence to SC1 then you are correct. Obviously there will be major changes, but if we do not take SC1 as a basis for our arguments, then we cannot argue at all.

That said, the point of my post was that changes in MBS could potentially change the entire way the game is played, more than just making macro easier. Players could potentially still have as much macro as in SC1, or at least relatively close to the macro that can be found in current SC, but in a different way. Obviously the game will change greatly, in ways we cannot predict, all I am offering is a possibility of how that change could be positive towards macro even with MBS. It is that which I would like to have critically discussed.

To end I'll use yet another far-fetched comparison. A few years back they increased the size of table-tennis balls to make it easier to follow on television. This obviously made it easier for average to strong players to keep up with the pros, had the pros continued playing as they used to play. But the game changed dramatically, with more spin being applied by the pros which was made possible because of the increased ball size. Thus, even though the game was "noobified" so to speak, the game remained competitive because the pros simply raised the bar of what was considered good.

Being able to macro like Oov might be easy in SC2, but will it be easy to macro like Oov macros in SC2? I'm saying that it probably won't be.

EDIT:
I think you really overestimate increase in macro at the top levels due to MBS. I'm pretty sure that SBS is far from a limiting factor in pro level macro, certainly not at the level to change expansion timing and having the map mined out 10 min faster. The big thing with MBS is that it doesn't uniformly raise macro across the board, but helps noobs much more than pros.


I specifically agree with your statement that it does not raise macro across the board uniformly. I'm sure this is true, but I do no see why this is a negative.

The plateau might be raised, but there will remain a difference between elite players and strong players. While I might over-estimate the difference it would make to pro-gamers, you cannot argue that it would make no difference to them. Thus to be good, a player would need to be even better to rise up above the plateau, something which can be found in all sports that have survived.

For a sport to survive it needs to be easy enough to have a strong player base (take soccer/football as your leading example), and yet allow players of exceptional skill to still rise up above the average player.

In soccer/football basic game skills like passing, scoring, etc. are fairly standard. Most strong players can pass the ball decently accurately over a distance, and the difference between an elite player (just for purposes of this example Thierry Henry), and a good player (for purposes of the example Dirk Kuyt) is not big. Both players can kick at goal, both players can pass, both players are fast. Yet there is a difference in skill, a difference that when compared with an average player might seem minute, but at high level makes all the difference.

I might be able to macro almost as well as Oov in SC2, just like there are tons of current pros that can macro almost as well as Oov, but there will remain a difference between us, and that is the distinction between a good player and a great player, and MBS won't change that.
Moderator
1sd2sd3sd
Profile Blog Joined November 2004
660 Posts
Last Edited: 2007-10-03 19:00:08
October 03 2007 18:51 GMT
#394
The major problem I think that everyone sees is the fact that you are taking this system of mechanics and purposely declining it just to welcome new faces. This would be like removing a great deal of keys from a piano in order to get more people interested in playing it. Yes, you might attract more people to learn since it will be easier to get good at but think of all the tones you will be leaving out.

You will be sacrificing potential for short term success.
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
Last Edited: 2007-10-03 19:08:07
October 03 2007 19:05 GMT
#395
On October 04 2007 03:51 1sd2sd3sd wrote:
The major problem I think that everyone sees is the fact that you are taking this system of mechanics and purposely declining it just to welcome new faces. This would be like removing a great deal of keys from a piano in order to get more people interested in playing it. Yes, you might attract more people to learn since it will be easier to get good at but look how many tones you will be leaving out.

You will be sacrificing potential for short term success.

Dont come with analogies people, even if you think that just your analogy is ubersmart and everyone will get it.

All these analogies are based on either the thoughts of anti mbs, wich in essence says that sbs is the norm and mbs is the strange way to do the thing. Likewise you can just as well set mbs as the norm and sbs as the strange way.

Just as this analogy, i can say "Its more like you optimise the pianos, before a pianist would have to press 5 keys at once to get a tone, now you only have to press one giving the pianists a lot more room to play good music".

And just to end, perfect micro execution dont excist in starcraft, noone got it, but people can have perfect macro execution. Macro clicks are per definition simpler than micro clicks, wich means that a person that micros with 300 apm is doing something harder than the person macroing with 100 and microing with 200.

This is also why warcraft 3 can have a huge skill spectrum eventhough the game itself is extremely simple.

MBS wont kill the proscene, it will change it from what we have now but it certainly wont die and it certainly wont be smaller than now. And to those that says that mbs doesnt matter for the game growth and that the rts market is already full, i say BS. Do you know what people said before wow was released? That the mmorpg quote was already full, 1 million total mmorpg player was all you had in the world and more than that arent interested in that kind of games. The bam! WOW enters and gets a following many times larger than the other games together, crushing this "Limit" many times over.

Dont underestimate what small UI enhancements can do for the community size, UI enhancements and ease of play is the only things that differs wow from the other mmorpgs, if you equalise them wow dont got much at all vs the other games except for generally much better balance.(Yes, wow got much better balance than other mmorpgs, eventhough the balance in wow aint perfect.)
iNcontroL *
Profile Blog Joined July 2004
USA29055 Posts
October 03 2007 19:06 GMT
#396
my point exactly. And how people can argue for an easier piano to play in the name of improving the game is amazing to me.
Aphelion
Profile Blog Joined December 2005
United States2720 Posts
October 03 2007 19:07 GMT
#397
SBS is the norm, simply because SC has established it to be so. SC 2 is a successor to SC. SC will always be the piano, and SC 2 whatever you are trying to succeed it.

Don't even try to argue against that fact.
But Garimto was always more than just a Protoss...
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
Last Edited: 2007-10-03 19:11:09
October 03 2007 19:10 GMT
#398
On October 04 2007 04:07 Aphelion wrote:
SBS is the norm, simply because SC has established it to be so. SC 2 is a successor to SC. SC will always be the piano, and SC 2 whatever you are trying to succeed it.

Don't even try to argue against that fact.

Its not a fact, its a point of view.

For you it might be a fact, for others it might not. If you open your eyes and learn to view things from another persons perspective argumenting about stuff gets a lot eaier and you learn a lot yourself doing so.

By your reasoning starcrafts graphics is the norm and thus any change to the greaphics would be like painting a piano with purple/pink stripes and a lot of glitterdust.
Aphelion
Profile Blog Joined December 2005
United States2720 Posts
October 03 2007 19:25 GMT
#399
Around here, and as far as SCII is concerned, it is fact. And graphics is an entirely separate matter from UI. The former is decoration, the later affects core gameplay.

Do you even play SC? Do you follow the proscene? I don't feel like you really even like the game, and you certainly don't respect it very much. In which case, why are you even here? Don't make Blizzard think that you are one of the "TL.net hardcore community" and make them receive input from you. You clearly aren't.
But Garimto was always more than just a Protoss...
iNcontroL *
Profile Blog Joined July 2004
USA29055 Posts
October 03 2007 19:27 GMT
#400
i get that feeling from a lot of the guys arguing for mbs. They want a new game that has the glory of sc but the playability of warcraft3
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