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[D] MBS Discussion II

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thedeadhaji *
Profile Blog Joined January 2006
39489 Posts
December 15 2007 13:40 GMT
#1
Old thread has been vaulted.

We've noticed things started to become a bit rowdy in the past thread. The SC2 forum mods may be making the rules a bit more well defined in the near future, so keep an eye out for that. For now the stated guidelines in the op will remain identical to the previous thread.


In the words of our beloved longtime moderator, ToKoreaWithLove

The MBS discussion thread

This is the last MBS thread you will ever see. We are remaking it as an official thread because quite honestly the previous ones became quite large and quite damaged by spam, stupidity, and useless arguing.

This will be heavily moderated. We will accept no rulebreaking, we will delete posts that don't follow the rules, and we will swing the mean 'ol ban hammer. We will tell you to back off if your clearly don't know what you are talking about. Too harsh? Go somewhere else.

When all is said and done we want this to be a meaningfull thread about something we are all concerned or enthusistic about. We want YOUR opinion, your arguments, your enthusiasm, your fears and your concerns about how this will change the gameplay we all love.


Rules:

1. Educate yourself. If you don't know something, find out. Search, read our articles or find out otherwise. Many of our members are knowledgeable, and if they make a point you don't understand, admit your lack of said knowledge and fix it.

2. Stay ON TOPIC. (!!! !! !! 111 !!!). This thread is meant for MBS discussions, nothing else. Nobody gives a rat's ass about misspelling or your gamei score 200 years ago. If you have something good to say, say it. One-liners or funny remarks does not belong in this thread. A good idea is to state your stance on the matter in your post.

3. Be civil. Insult other members in any way and you are gone.

4. Be smart. Think about your own post, check if it has been said before. When replying to someone else's post - make sure you know what his/hers post is about, that you understand it, and that your disagreement, agreement or addition is properly worded and shows your opinion clearly.

5. Constructive criticism. You are allowed to tell other posters that they are wrong. Criticism should be allowed in any discussion, but it should be done nicely, and you are expected to back up your claims.

6. No polls. I've already read two posts today where forum users (not this forum) admits to making multiple votes on our last poll on this matter. Polls can not be trusted, and should be avoided

7. For the purpose of discussion in this thread, the term "Macro" takes the meaning given to it by StarCraft players. It means "Economy and Production Management", not whatever you think it should mean.


Old MBS threads
Why MBS Is Essential To a Competitive SC2
Let's imagine SC1 with MBS
MBS suggestions and UI ideas
Competitive play issues
Multiple building selection
[D] MBS Discussion
Fen
Profile Blog Joined June 2006
Australia1848 Posts
December 15 2007 15:13 GMT
#2
Ok, I'll start this ball rolling again.

MBS will not help the game as a spectator sport.

Starcraft as we all know, is a massive e-sport in Korea. Part of the reason for this, is that a very large number of koreans play starcraft, and nothing is more fun than watching 2 of the best players in the world in a given field that you are interested in duke it out.

The reason why you want to watch the best play however is due to the fact that you are seeing something that you yourself cannot replicate. When you go to a basketball match, you want to see slam dunks three point shots, brilliant layups etc. You want to watch, because its mind blowing to see people doing things that is just soo far above your skill level.

My first stumble apon the starcraft proleague came when I was playing warcraft 3 competatively. I clicked a link to WCG, and found the website. I started watching warcraft 3 games, but I didnt see anything that I thought was worth watching. Then I noticed starcraft (a game I had played money maps on for a couple of years) and figured id give that a watch (Foru and Anytime 2004 cybergames, what an awsome first game to see). It blew my mind. How were these players able to acomplish what I was watching? They seemed to be in control of everything and I still feel this same feeling today when watching proleagues.

This was the major thing that warcraft 3 does not have and why I find it to be a very boring game to watch. Because what I see the warcraft 3 players do, I can replicate. The only thing that they have over me, is their game knowledge, the knowledge of what to do and when to do it. Everything that I was seeing on screen however, I could do myself.

When you go to watch any competition, you want to see the people who are better at you, and noticiably so. You dont want to see people who have only subtle differences between yourself, you wanna see the person who if you had a game against, would destroy you like a bug.

MBS, Smartcast, Automine. These are all things which lower the skill level in starcraft. When you go to watch the best play starcraft, suddenly what they are doing is no longer all that impressive. The average player will be able to replicate 90% of the game. The only thing which sets players apart is their game knowledge. And this is not very interesting to watch.

Now of course people are going to argue, who cares about watching. But sponsers require people to see their marketing. Without spectators, there would be no sponsers, without sponsers there wouldn't be progamers and teams that could support themselves on just their ability to play a computer game. Watching starcraft is also a fun byproduct of a game like starcraft and would also help starcraft 2 if it could do the same.

Spenguin
Profile Blog Joined November 2007
Australia3316 Posts
December 15 2007 16:16 GMT
#3
I think that MBS might actually increase the entertainment of games. Just for the fact that you will see massive battles faster. These battles keep normal people like me and as Fen said the ones that can't replicate there movements interested. The only downside would be the complete destruction of macro but what could be the beginning of some very good micro games.
< TeamLiquid CJ Entusman #46 > I came for the Brood War, I stayed for the people.
Showtime!
Profile Joined November 2007
Canada2938 Posts
Last Edited: 2007-12-15 16:39:18
December 15 2007 16:35 GMT
#4
Not again.

Battles might 'seem' faster, but there will be too many focal points for the commentators and spectators alike which will make the game HARD TO FOLLOW and it's possible you will miss many key actions. You would need an automatic multi-screen/split-screen feature with strong AI to know when to go into it (this would be a forced perspective obviously), that would be the only way if you were to watch it in replay mode so the spectator doesn't miss any of the action.

Micro games? Please, it will take a lot more control to win the big battles but with MBS it will allow players to replenish their fallen heroes quicker and you'd get one never-ending big battle.

This is a question of 'game flow' and it isn't eye pleasing.
Mini skirt season is right around the corner. ☻
1esu
Profile Joined April 2007
United States303 Posts
December 15 2007 16:41 GMT
#5
@Fen

I'm going to give a rebuttal to your argument, but it's going to be from the perspective of Western progaming. SC is already well entrenched in Korea, but SC2 is an opportunity to expand the scope of the franchise as a mainstream e-sport into the rest of the world, so I feel it should be the focus of any discussion regarding the e-sports market for SC2. Furthermore, as your argument solely concerned the e-sports market for SC2, so shall my rebuttal, so for the time being I'm not addressing concerns of the effects of the interface changes on the competitiveness of the gameplay.

As you stated, spectators are critical to the success of any e-sport, and usually the largest subgroup within those spectators are people who play the game competitively. Therefore, the question when considering how we can expand SC2 as an e-sport should be "How can we increase the number of people who play the game competitively?"

Let's look at the most obvious group of potential competitive players: the SC veterans. The competitive spirit that drove these players to struggle through one of the most difficult environments in competitive gaming will virtually ensure their participation in the SC2 competitive community regardless of interface changes, unless the game is so horribly uncompetitive that they are forced back to BW.

Secondly, there are the Warcraft 3 players, and players of other RTS games. The interface changes currently in SC2 are intended to make the transition into SC2 very smooth for these players, allowing them to compete with the SC veterans without being immediately crushed by the latter's superiority in static mechanical skill, i.e. macro mechanics. Note that they still may be crushed by superiority in strategy, mental skills such as timing and prediction, and dynamic mechanical skills, i.e. micro; however, players of other RTS games tend to value these skills more than static mechanical skill, and as such will be much less likely to be disencouraged from competitive play by being beaten through the use of the former as opposed to the use of the latter. A good AMM system will reduce the frequency of such beatdowns, but they are inevitable at the gap between the best non-veterans and the veterans. Rolling back the interface changes may alienate quite a few of these players from competitive play, but many will still stick it out despite the inevitable perception that the preservation of the old interface was done to appeal to the SC veterans.

The final and most often ignored group are the cross-genre players, or players who normally play games of other genres but will be drawn to SC2 because of the franchise's, and Blizzard's, reputation. Just like SC was the first, or one of the first, RTS games that SC veterans played, so too will SC2 be one of the first RTS games for many people from this group. RTS games are one of the least played genres of games, simply because the very nature of the gameplay gives RTS games a more difficult learning curve than their counterparts in other genres. For example, multitasking is a skill largely unique to the RTS genre, with the exception of competitive deathmatch FPS games. Therefore, it is especially important that the learning curve be as smooth as possible for these newcomers to the genre, so as to maximize the potential for these players to advance into the competitive community. For all their theoretical faults, MBS and the other interface changes definitely make the learning curve of an already difficult-to-pick-up genre considerably easier.

But why is there a need to expand the competitive community, you might ask. Well, it's almost painfully obvious that the Western SC community as it now stands is insufficient to support an e-sport. If graphics is all that is holding SC back from becoming a popular e-sport outside of Korea, then once Project Revolution (SC in the WC3 engine as accurately as possible) is released we should immediately see SC rise to e-sports status in the West.

(to be finished in 8 hours, stupid work)
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
December 15 2007 18:01 GMT
#6
To be honest, I don't see MBS ruining SC2 in any way. While it might simplify the game for lower-echelon players somewhat, after analyzing my own games I might say that unit production, while it is important, does not take even a significant amount of my time when playing.

Let's take the resource (human actions) and see how it is being spent.

1) Microing armies. Quite much the most attention-demanding aspect. In some games (and in some MU's) you are allowed to sit with your army and do nothing, however, in most games, especially late-game, your army is always on the move even when not engaged in any sort of fight. You move your army around the map to deny the opponent a complete understanding of your strength, you also always want to get a good position. On large maps with complex terrain this involves constant movement by a faster army to create a weakness in the slower army's position and to get a good flank, while the slower army moves around to anticipate and block those flanks. This is what takes the most action resource definetely.

2) Base management. Note that it is NOT production. Base management involves constructing your buildings, getting cannons, getting psi generators. All this stuff requires very much mouse movement that needs to be executed with precision AND on the same time it involves moving your hand across the keyboard (while 1a2a3a stuff doesn't require it) AND also screen movement. While base management also contributes to "macro APM", I'm trying to make a point that it requires much more time than production itself. So, MBS won't affect macro in it's whole drastically - it will only simplify one aspect of it, and that aspect is not the most time-demanding.

3) Production. F2 click Z click D etc doesn't take that much time. With good production facility layouts it's actually the easiest aspect of macro since it's so easy to do without thought. MBS will reduce the time load on this even further, but, methaphorically speaking, the difference between 1 and 2 is not that significant in comparison to 100. Yet MBS will make rallying much easier, but I think it's actually a good thing because rallying 10+ gates is ridiculously hard in SC. And MBS essentially removes control over what unit mix you build (you don't want all your factories to make tanks), so a player who controls manually will have an edge.

4) Non-action time-demanding stuff. It actually takes a lot of time. You spend your time looking at the minimap, thinking (yes, the less you think, the higher your speed is, this is why people learn build orders, mind automation is crucial), evaluating army strength etc. This is the fourth eater, and again, I think it takes more time than production.


However, there's also a nice point that at the highest level, everything counts. If two players play a perfect and very intense game, the one who forgets to rally his probes to mine and lets three of them stand by the nexus is likely to be at a disadvantage. The more things are automated, the less subtle things will decide the game. Probably a bad thing, so, while MBS's effect is not nearly as drastic as most people try to make it look like, it is still there and Blizzard should better try to make some tasks that compensate for this. Yes, mundane tasks are somewhat boring. But at the highest competition levels, the player must work to get his win, not only outthink or outmicro his opponent. Winning in SC is a hard work that involves doing a lot of things that are very mundane, boring and make little sense, but that's why it's so good.
You want 20 good men, but you need a bad pussy.
MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
December 15 2007 18:06 GMT
#7
On December 16 2007 01:41 1esu wrote:
@Fen

I'm going to give a rebuttal to your argument, but it's going to be from the perspective of Western progaming. SC is already well entrenched in Korea, but SC2 is an opportunity to expand the scope of the franchise as a mainstream e-sport into the rest of the world, so I feel it should be the focus of any discussion regarding the e-sports market for SC2. Furthermore, as your argument solely concerned the e-sports market for SC2, so shall my rebuttal, so for the time being I'm not addressing concerns of the effects of the interface changes on the competitiveness of the gameplay.

As you stated, spectators are critical to the success of any e-sport, and usually the largest subgroup within those spectators are people who play the game competitively. Therefore, the question when considering how we can expand SC2 as an e-sport should be "How can we increase the number of people who play the game competitively?"

Let's look at the most obvious group of potential competitive players: the SC veterans. The competitive spirit that drove these players to struggle through one of the most difficult environments in competitive gaming will virtually ensure their participation in the SC2 competitive community regardless of interface changes, unless the game is so horribly uncompetitive that they are forced back to BW.

Secondly, there are the Warcraft 3 players, and players of other RTS games. The interface changes currently in SC2 are intended to make the transition into SC2 very smooth for these players, allowing them to compete with the SC veterans without being immediately crushed by the latter's superiority in static mechanical skill, i.e. macro mechanics. Note that they still may be crushed by superiority in strategy, mental skills such as timing and prediction, and dynamic mechanical skills, i.e. micro; however, players of other RTS games tend to value these skills more than static mechanical skill, and as such will be much less likely to be disencouraged from competitive play by being beaten through the use of the former as opposed to the use of the latter. A good AMM system will reduce the frequency of such beatdowns, but they are inevitable at the gap between the best non-veterans and the veterans. Rolling back the interface changes may alienate quite a few of these players from competitive play, but many will still stick it out despite the inevitable perception that the preservation of the old interface was done to appeal to the SC veterans.

The final and most often ignored group are the cross-genre players, or players who normally play games of other genres but will be drawn to SC2 because of the franchise's, and Blizzard's, reputation. Just like SC was the first, or one of the first, RTS games that SC veterans played, so too will SC2 be one of the first RTS games for many people from this group. RTS games are one of the least played genres of games, simply because the very nature of the gameplay gives RTS games a more difficult learning curve than their counterparts in other genres. For example, multitasking is a skill largely unique to the RTS genre, with the exception of competitive deathmatch FPS games. Therefore, it is especially important that the learning curve be as smooth as possible for these newcomers to the genre, so as to maximize the potential for these players to advance into the competitive community. For all their theoretical faults, MBS and the other interface changes definitely make the learning curve of an already difficult-to-pick-up genre considerably easier.

But why is there a need to expand the competitive community, you might ask. Well, it's almost painfully obvious that the Western SC community as it now stands is insufficient to support an e-sport. If graphics is all that is holding SC back from becoming a popular e-sport outside of Korea, then once Project Revolution (SC in the WC3 engine as accurately as possible) is released we should immediately see SC rise to e-sports status in the West.

(to be finished in 8 hours, stupid work)


1stly the SC and war3 community far surpass the size of all other rts communities combined, don't forget most other rts communities are game switching players; they just pick up the newest rts game that's out and play it. If the concern is that war3 players wont be able to pick up the game without being frustrated by a SBS system, then blizzard should implement training modes for macro to help them adapt. Macro, the very concept MBS will damage, is essential to starcraft being incredible at the competitive level. We must also have a high skill ceiling to keep the game from becoming redundant, MBS does not steer the game in that direction.

The western SC community is easily large enough to fund an esports scene. Unfortunately the esports scene in the western front is run by old white men who know nothing about esports at all (trust me, i've met them). Koreans are light years ahead in the esports industry so they're using games that have hardcore sport like qualities. Western esports industries simply pick up the newest games that come out and use them despite their almost invisible communities--no wonder esports isn't bigger here yet.

Any player who wishes to play this game competitively but would give up for something as minor as SBS would quit for many other challenging reasons. The vast majority of people who absolutely need MBS wont be playing competitively at all. For those people MBS should be available as a feature for non competitive play.
Follow me on twitter: CallMeTasteless
MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
Last Edited: 2007-12-15 18:28:29
December 15 2007 18:27 GMT
#8
On December 16 2007 03:01 BluzMan wrote:
To be honest, I don't see MBS ruining SC2 in any way. While it might simplify the game for lower-echelon players somewhat, after analyzing my own games I might say that unit production, while it is important, does not take even a significant amount of my time when playing.

Let's take the resource (human actions) and see how it is being spent.

1) Microing armies. Quite much the most attention-demanding aspect. In some games (and in some MU's) you are allowed to sit with your army and do nothing, however, in most games, especially late-game, your army is always on the move even when not engaged in any sort of fight. You move your army around the map to deny the opponent a complete understanding of your strength, you also always want to get a good position. On large maps with complex terrain this involves constant movement by a faster army to create a weakness in the slower army's position and to get a good flank, while the slower army moves around to anticipate and block those flanks. This is what takes the most action resource definetely.

2) Base management. Note that it is NOT production. Base management involves constructing your buildings, getting cannons, getting psi generators. All this stuff requires very much mouse movement that needs to be executed with precision AND on the same time it involves moving your hand across the keyboard (while 1a2a3a stuff doesn't require it) AND also screen movement. While base management also contributes to "macro APM", I'm trying to make a point that it requires much more time than production itself. So, MBS won't affect macro in it's whole drastically - it will only simplify one aspect of it, and that aspect is not the most time-demanding.

3) Production. F2 click Z click D etc doesn't take that much time. With good production facility layouts it's actually the easiest aspect of macro since it's so easy to do without thought. MBS will reduce the time load on this even further, but, methaphorically speaking, the difference between 1 and 2 is not that significant in comparison to 100. Yet MBS will make rallying much easier, but I think it's actually a good thing because rallying 10+ gates is ridiculously hard in SC. And MBS essentially removes control over what unit mix you build (you don't want all your factories to make tanks), so a player who controls manually will have an edge.

4) Non-action time-demanding stuff. It actually takes a lot of time. You spend your time looking at the minimap, thinking (yes, the less you think, the higher your speed is, this is why people learn build orders, mind automation is crucial), evaluating army strength etc. This is the fourth eater, and again, I think it takes more time than production.


However, there's also a nice point that at the highest level, everything counts. If two players play a perfect and very intense game, the one who forgets to rally his probes to mine and lets three of them stand by the nexus is likely to be at a disadvantage. The more things are automated, the less subtle things will decide the game. Probably a bad thing, so, while MBS's effect is not nearly as drastic as most people try to make it look like, it is still there and Blizzard should better try to make some tasks that compensate for this. Yes, mundane tasks are somewhat boring. But at the highest competition levels, the player must work to get his win, not only outthink or outmicro his opponent. Winning in SC is a hard work that involves doing a lot of things that are very mundane, boring and make little sense, but that's why it's so good.


1) players don't necessarily micro their armies around the map endlessly. Granted there are instances where games involve a lot of unit movement, this is not warcraft 3 where players are directly rewarded for doing so. In many matchups, such as PvT or TvZ both players are not engaging each other for long periods of time (there are some exceptions).

2) it's simply not true to say that 'base management' takes up more time than unit production. do you really believe that making pylons and finishing your tech tree takes up more actions than making all your units? further more 'base management' takes up almost no thinking time at all since most players have those actions, like the order of their tech tree, pre-scripted in their minds. MBS dosn't affect macro in it's whole, it just makes it MUCH easier. Then you add auto mining and half or our macro game is gone.

3) Yes a good player will still have an edge, just less of an edge.

4) I don't see how any of that keeps the game competitive like the original SC was.

I think the general concern is not the low level games, it's the high level games. The ones everyone will be watching and studying. We need it to be complex and challenging, speed must be rewarded.
Follow me on twitter: CallMeTasteless
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
December 15 2007 19:27 GMT
#9
Well, that is all from a protoss viewpoint.

A launch of a production cycle takes about 2-3 seconds, a production cycle is about 25-30 seconds for toss, so it's not large amount. I'm not talking about heavy megamacro games with 30+ gates, they just don't happen often enough. In a typical game that lasts for around 15 minutes, you'll be having 12 gates max, they all can fit one screen, it is quite easy.

At the same time, adding those gates in time requires you to pre-launch probes to the building site, follow their move (possibly either moving the screen or minimap-clicking the building site), build, take them back. For protoss, cannoning expos while multitasking is a HUGE bitch, probably the most time-consuming task along with mass-rallying and probe cloning on transfers. And I strongly disagree that base management can be mind-automated, as soon as you start adapting, you start thinking about it. Again, not an issue for macro-fest passive games where you can formulate your BO for like 10 minutes, but those don't hold too much spectator value anyway.

Well, dunno, maybe it's only me, but I seldom find any difficulties multitasking with just army micro + making units, it gets hard when I'm trying to develop my base at the same time, composing like 70% of my macro mistakes. But I'm not a pro so my judgement doesn't hold too much value. This thread is for opinions though, here is mine.
You want 20 good men, but you need a bad pussy.
zizou21
Profile Joined September 2006
United States3683 Posts
Last Edited: 2007-12-15 22:51:38
December 15 2007 22:51 GMT
#10
I think Klockan made a really interesting approach, using cognitive dissonance:

http://www.teamliquid.net/forum/viewmessage.php?currentpage=31&topic_id=62216
its me, tasteless,s roomate LOL!
Showtime!
Profile Joined November 2007
Canada2938 Posts
December 15 2007 23:37 GMT
#11
Now I know why they closed the other thread: ty for pointing that shit out. The guy doesn't know what he is talking about. We've known that for a while. It looks like he is shooting blank bullets into the air with every chance he gets. Cognitive dissonance doesn't work in this scenario. Anti-MBS players aren't one game gurus. You want to study their minds/behavior then use the studies I spoke about before. Many of us have a good idea of what works and what doesn't. I'm sorry to say, but having unlimited MBS doesn't work. I've played one too many crappy MBS RTS games to know this. They aren't as compelling to watch or enjoyable to play. You want to create a game with everlasting fanfare you would be best to avoid it.

Okay I'm officially done.
Mini skirt season is right around the corner. ☻
Spenguin
Profile Blog Joined November 2007
Australia3316 Posts
December 16 2007 02:08 GMT
#12
Just thought of something else!

If MBS was introduced then they would balance it out by making build times longer, might happen, might not.
< TeamLiquid CJ Entusman #46 > I came for the Brood War, I stayed for the people.
BlackSphinx
Profile Joined November 2007
Canada317 Posts
Last Edited: 2007-12-16 03:09:06
December 16 2007 03:08 GMT
#13
On December 16 2007 08:37 Showtime! wrote:
Now I know why they closed the other thread: ty for pointing that shit out. The guy doesn't know what he is talking about. We've known that for a while. It looks like he is shooting blank bullets into the air with every chance he gets. Cognitive dissonance doesn't work in this scenario. Anti-MBS players aren't one game gurus. You want to study their minds/behavior then use the studies I spoke about before. Many of us have a good idea of what works and what doesn't. I'm sorry to say, but having unlimited MBS doesn't work. I've played one too many crappy MBS RTS games to know this. They aren't as compelling to watch or enjoyable to play. You want to create a game with everlasting fanfare you would be best to avoid it.

Okay I'm officially done.


The problem is, the games were crappy not because of MBS, but because of the teams behind these games were waaay far behind Blizzard.

Blizzard made a game with

A: Heroes
B: Neutral units
C: Items
D: Shops
E: 4 Races
F: MBS
G: Very basic economy
H: Autorally/Automine/Autocast/AutomatedMatchmaking/AlmostAutomicro

work well enough to become a worldwide popular E-Sport. I think MBS alone is BY FAR an easier challenge.

Pointing out simply something. Not agreeing on a point certainly doesn't mean somebody doesn't know anything. I agree that not all Anti-MBS people are coming from the same point, though.

Putting the blame on a single mechanic for the weakness of ALL other games is a bad idea. Even more so when it's known anybody decent won't always use MBS, because sometime certain unit mixes are required.
On December 16 2007 11:08 Spenguin wrote:
Just thought of something else!

If MBS was introduced then they would balance it out by making build times longer, might happen, might not.


That might be an idea, but I am against it, for the simple reason it would break the flow of the game.

I'd rather have minerals rolling in faster and food limit up than build times down.
Aphelion
Profile Blog Joined December 2005
United States2720 Posts
December 16 2007 03:38 GMT
#14
On December 16 2007 12:08 BlackSphinx wrote:
Show nested quote +
On December 16 2007 08:37 Showtime! wrote:
Now I know why they closed the other thread: ty for pointing that shit out. The guy doesn't know what he is talking about. We've known that for a while. It looks like he is shooting blank bullets into the air with every chance he gets. Cognitive dissonance doesn't work in this scenario. Anti-MBS players aren't one game gurus. You want to study their minds/behavior then use the studies I spoke about before. Many of us have a good idea of what works and what doesn't. I'm sorry to say, but having unlimited MBS doesn't work. I've played one too many crappy MBS RTS games to know this. They aren't as compelling to watch or enjoyable to play. You want to create a game with everlasting fanfare you would be best to avoid it.

Okay I'm officially done.


The problem is, the games were crappy not because of MBS, but because of the teams behind these games were waaay far behind Blizzard.

Blizzard made a game with

A: Heroes
B: Neutral units
C: Items
D: Shops
E: 4 Races
F: MBS
G: Very basic economy
H: Autorally/Automine/Autocast/AutomatedMatchmaking/AlmostAutomicro

work well enough to become a worldwide popular E-Sport. I think MBS alone is BY FAR an easier challenge.

Pointing out simply something. Not agreeing on a point certainly doesn't mean somebody doesn't know anything. I agree that not all Anti-MBS people are coming from the same point, though.

Putting the blame on a single mechanic for the weakness of ALL other games is a bad idea. Even more so when it's known anybody decent won't always use MBS, because sometime certain unit mixes are required.
Show nested quote +
On December 16 2007 11:08 Spenguin wrote:
Just thought of something else!

If MBS was introduced then they would balance it out by making build times longer, might happen, might not.


That might be an idea, but I am against it, for the simple reason it would break the flow of the game.

I'd rather have minerals rolling in faster and food limit up than build times down.


That game you refer too is also being held up as a exemplar for ALL that we do not want SC2 to be, and is a game which failed to fill Starcraft's shoes in Korea, despite great efforts to promote it on the part of the TV channels.

"Warcraft 3 is the best game Blizzard ever made. Starcraft is the art made by God through Blizzard for all gamers." - random poster on Chinese boards.
But Garimto was always more than just a Protoss...
1esu
Profile Joined April 2007
United States303 Posts
December 16 2007 05:12 GMT
#15
@Tasteless

First off, thanks for giving such a high-quality response. I was going to address some of them in the rest of the OP, but just to make sure you see it I'll also respond directly.


Any player who wishes to play this game competitively but would give up for something as minor as SBS would quit for many other challenging reasons. The vast majority of people who absolutely need MBS wont be playing competitively at all. For those people MBS should be available as a feature for non competitive play.


SBS by itself isn't the reason a player would give up; after all, SC had SBS, and obviously a large number of people didn't give it up because of it. The problem is that if SC2 has SBS, there will be an informal caste of players who start off several man-years ahead of everyone else in regards to macro-mechanical skill due to their experience with an interface design element that has been largely ignored by the rest of the RTS industry for the past decade. Players from this caste will likely crush anyone who has less experience with these 'unique' mechanics, simply by outproducing them. Since the primary differentiation in skill in these one-sided games is unique to the SBS interface, it is easy for the non-caste player to blame their crushing defeat on the interface and not their lack of skill.

And the non-caste player blaming their lack of skill in macro mechanics on the game, not themselves, is the crucial point - the caste player may be superior to the non-caste player in other areas of skill (such as micro, timing, base management, etc.), but those skills are present in other contemporaries in the RTS genre, and therefore it is much less likely that the player would blame the game for their lack of skill in those areas. The more the player is allowed to blame the game for their losses, the less likely the competitive community will retain those players in the long term, regardless of their competitive spirit.

All I will say about MBS/SBS modes, aside from the already-addressed balancing issues, is that if the informal caste is bad for competitive player retention, formalizing such a caste makes the problem even worse, especially when trying to form an e-sport spectator base. Players will want to watch the same game they play, which is why you don't see a ton of BGH players becoming SC-progaming addicts, or 1.6 players fervently watching CS:S matches. I'm not saying it doesn't happen, but I think if you polled TL you'd find many more melee players than BGH players.


The western SC community is easily large enough to fund an esports scene. Unfortunately the esports scene in the western front is run by old white men who know nothing about esports at all (trust me, i've met them). Koreans are light years ahead in the esports industry so they're using games that have hardcore sport like qualities. Western esports industries simply pick up the newest games that come out and use them despite their almost invisible communities--no wonder esports isn't bigger here yet.


First off, there's a major difference between the way Korean e-sports and Western e-sports are organized: the former follows a stable, league-based format in which the organization (usually the broadcaster or a team of broadcasters) supports the event and individual sponsors support the teams/players, whereas the latter follows an unstable, tournament-based format where the sponsors support the event, and the players are left to their own means of support. Recently, the CGS has moved in the direction of Korea with their North American league, but there are still many vestiges of the Western approach, with the sponsors (including the broadcasting organization) supporting all the costs of the event and players, and the rest of the CGS acting much like a Western e-sports tournament.

Because of this difference in format, and because gaming is considerably less entrenched in Western culture than in Korea, there are two good reasons why the West has not picked up SC:

1) RTS games in general are a difficult genre to broadcast, as a spectator's comprehension of the match requires a great deal of outside knowledge about the game being shown, knowledge that is not easy to impart in a short period of time. CS has troubles with spectators being disoriented due to a lack of knowledge about the map (which has been solved to some extent with CGS's wide-angle fixed-camera style, although the first-person views are lost); people who want to watch and understand SC must know all of the units, all the buildings, the map, the general 'feel' of the MU, etc. Shoutcasting can only help so much. Korea doesn't have this problem because so many people have played SC that many of the viewers come into a match already knowing this information. Even WoW, the worst game in the history of e-sports from a spectatability perspective, sees airtime in the West because so many people play the game that the broadcaster doesn't really need to explain every little detail in order for most of the viewers to understand what is going on. The same goes for WC3, as it has a large enough proportion of players (at least in Germany) sufficiently familiar with melee to justify the lack of basic explanations. SC, on the other hand, AFAIK (and I could be wrong, but this is the impression I get) has a much lower number of melee players than WC3 does.

Therefore, the first reason why SC doesn't get much airtime in the West is that the gameplay is difficult to explain via broadcast, and the proportion of the SC community familiar enough with modern-style melee is not sufficient to justify lacking such an explanation.

2) The way e-sports is organized in the West results in many organizations competing for sponsors to fund their events, which gives the sponsors considerable creative control. Unfortunately, the nature of many of these sponsors limit an organization's options when considering games to run in their event. Here's a list of the sponsor types from most limiting to least limiting:

- Game Publishers (e.g. Sierra, EA)
- Console Manufacturers (e.g. Microsoft)
- PC Hardware Manufacturers (e.g. Dell, nVidia, Creative)
- PC Peripheral Manufacturers (e.g. Razer)
- Marketing-Directed Companies (e.g. Samsung, KTF, Mountain Dew, Lecaf, Boost Mobile, Shinhan Bank, SK Telecom)
- Broadcasting Companies (OnGameNet, MBCGame, GomTV, Daum, DirecTV, CJ)

First, the bad sponsors. Obviously, a game publisher is the worst since you're limited to games published by your sponsor; this is why CPL ran Fear (published by Sierra) and World in Conflict this year, the former of which probably has the smallest competitive community of any game that has e-sports status, and the latter of which was still in beta at the time of the announcement. A bit better is a console manufacturer, which limits you to games that are available for the console; this hasn't been so bad for the West, since the Xbox 360 is currently the only next-gen system with a serious e-sports quality console game lineup, but has led to games like DoA4 being selected by way of being the only decent online fighter available for the console (not that it didn't end up being a good move in retrospect, as the high spectatability of DoA4 has really helped carry CGS). PC hardware manufacturers allow you more options, as there is a wider variety of games on PCs than any specific console; but in their case you are restricted to games that show off the quality of their products they are paying to show off in your event, which is why Quake 3 got phased out, SC is given barely any airtime, and the CS community is being forced into a transition from 1.6 to Source, despite the larger popularity of the former.

Now, the good sponsors. While PC peripheral manufacturers limit you to PC games, showing off the quality of their product(s) doesn't require fancy graphics. Companies interested in targeting the market segment attracted to e-sports are the core of the most successful e-sports ventures do date, whether its Shinhan Bank sponsoring the OSLs and now Proleague to its massive benefit as hordes of young adults new to the world of finance rush to their doors, or Mountain Dew and Pringles trying to get that 'cool factor', or any of the myriad of mobile phone companies sponsoring Starcraft teams (and WCG, for that matter) in order to attract customers, because their only requirement is that the games selected be as popular as possible. Broadcasting companies even more so, since their source of profit is the viewers; because of this, they alone have the incentive to have a role in directly managing the event since they get the most direct profit from a well-organized e-sport franchise.

If you look at these sponsor types and look at the companies currently sponsoring current Western e-sports events, you'll see the second reason SC isn't popular in the Western scene - there's simply little incentive for most of the major sponsors (which happen to be in the first group, with the possible exception of CGS, which is balanced between the two) to support it.


Phew. That was longer than I intended to write. Now to sleep for 6 hours until my 9 1/2 hour shift tomorrow...never work retail during the holidays, even if it's to save money for Guildhall.


Zanno
Profile Blog Joined February 2007
United States1484 Posts
Last Edited: 2007-12-16 05:34:45
December 16 2007 05:27 GMT
#16
Until I have a playable game in front of me I stand behind the following

1) The implementation of MBS will only lead to a more interesting game overall, sacrificing one level of mechanics with the return of creating a more diverse array of potential strategies.
2) The implementation of MBS will have absolutely no effect on skill gaps in professional gaming. The advantages of MBS will, however, have a profound effect on low-mid skill level gameplay, which I think is what a lot of members of TL are really afraid of.

To summarize my previous statements in the first thread:

MBS only affects one component of macro, the actual physical component. MBS will not suddenly grant poor players godlike macro - if they slam 10 zealots into 10 gates then what the hell were those 8 gates doing not producing anything and what the hell did you have 1000 minerals racked up in the first place? A player with an acceptable level of Starcraft macro is still going to have a huge advantage as they will be spending their income right as soon as it comes in. Furthermore, in the implementation of MBS in Warcraft 3 (and every other game I can think of) the way it operates is that it issues a queue order in every building in the sequence you have them grouped. So, if your first 3 gates in a group of 5 are producing zealots, you have 200 minerals, another 2 zealots get queued in gate 1 and 2 instead of filling the empty gate. Due to the wildly fluctuating nature of mineral flow and this means that hotkeying small groups of gateways will be viable, but going 1z is going to be an extremely inefficent manner of production unless you have a very low APM, which means you are probably going to get outmicroed anyway.

Also, to get the full benefit of MBS you'd need all your structures operating in sync, which will cost you a few seconds of training time. At the pro level, I do not think those extra few seconds are going to be justify using MBS until late game scenarios. Due to the nature of MBS, It is possible that MBS will lead to even greater refinement of build orders. In the former scenario, it's one thing if you have a bunch of idle gates when you MBS the production, HOWEVER, to have them in sync would be another thing if you had a rigorous build order that allowed you to produce 10 gate zeals with constant MBS production, with proper probe production to time the building of your 11th gate and econ to support it to stay in sync. This is hardly a bad thing in my view. 10 gate zealots is probably a little extreme, but it still stands that build orders tend to lose signficance past the early game.

With the physical component of macro removed, this frees up more time for micro and the possibility to multitask battles on an unprecedented number of fronts. The physical aspect of macro is very flat and has a theoretically attainable ceiling where all your resources are constantly used up. The physical aspect of micro has limitless depth, and, at least for me, the wow factor of SC does not come from overwhelming the opponent with a macro victory, but watching players pull off extraordinary micro-based victories. There are a finite number of actions required for perfect macro; there are an infinite number of actions required for perfect micro.

I don't want to dwell too much on this, but Warcraft 3 is not a good example of what happens when you make a micro based RTS. Units in War3 have very high durability and the nature of the experience system means that the death of a single unit gives your opponent a huge advantage. Starcraft micro is a completely different, and superior beast - death is inevitable in the first few seconds of any decently sized battle. It is very rare to win a game without losing a single combat unit somewhere along the line. The effect of MBS on War3 is absolutely neglibile because MBS or no MBS the game has NO macro whatsoever to speak of - you start with enough workers to fully saturate your primary resource, and a combination of upkeep and the high durability of units means that not only is securing even one expansion extremely difficult, once your supply count gets too high you're no longer truly benefiting from the expansion at all. This is why war3 players do not expand until their main is about to completely run out of gold, and the consequences of not mining for a while are laughably insignficant compared to the game-losing effect it has in SC, in war3 all it means that you can't replace your units if they die (which may take a long time). Playing Warcraft 3 is like playing PvP on slow speed with gas and mineral costs reversed and a 50 supply cap. Also, the first unit you produce is tassadar with ten times the base regeneration of a normal toss unit. Looks like I ended up dwelling on this quite a bit.

I must admit the multitasking issue of MBS is somewhat concerning to me and if I am wrong about there being some superior aspect of gameplay that can replace multitasking freed up by simpler macro then I have no issue with MBS being a toggle, or only producing one unit for every hotkey pressed. I could care less if this splits the community, the community is already split over bgh/fastest/korea/ums maps and the respective groups will probably end up carrying their map style over to SC2 after they get bored of the stock gameplay.
aaaaa
Fen
Profile Blog Joined June 2006
Australia1848 Posts
December 16 2007 06:44 GMT
#17
Ok there is something that is being overlooked here. Smartcasting aside, progamers are already at the limits of micro in starcraft. In a big battle, they dont go back to their base unless they have a window of time where it is possible. Due to the nature of starcraft, units die fast. Battles only go on for a matter of seconds. During those seconds, progamers are using 100% of their APM on micro. MBS is not going to increase their micro, they are already microing at the max that they will be able to. So if your main point is "MBS will increase the amount/level of micro" then you are totally wrong. MBS will have almost no effect on the quality or amount of micro that will be seen in battles.
BlackSphinx
Profile Joined November 2007
Canada317 Posts
Last Edited: 2007-12-16 07:03:23
December 16 2007 07:02 GMT
#18
On December 16 2007 12:38 Aphelion wrote:
That game you refer too is also being held up as a exemplar for ALL that we do not want SC2 to be, and is a game which failed to fill Starcraft's shoes in Korea, despite great efforts to promote it on the part of the TV channels.

"Warcraft 3 is the best game Blizzard ever made. Starcraft is the art made by God through Blizzard for all gamers." - random poster on Chinese boards.


I said Blizzard managed to make it work, not that it was a better game, or a game that was to be copied for SC2. Please do not put words in my mouth (indirectly)
Zanno
Profile Blog Joined February 2007
United States1484 Posts
Last Edited: 2007-12-16 10:16:47
December 16 2007 10:13 GMT
#19
On December 16 2007 15:44 Fen wrote:
Ok there is something that is being overlooked here. Smartcasting aside, progamers are already at the limits of micro in starcraft. In a big battle, they dont go back to their base unless they have a window of time where it is possible. Due to the nature of starcraft, units die fast. Battles only go on for a matter of seconds. During those seconds, progamers are using 100% of their APM on micro. MBS is not going to increase their micro, they are already microing at the max that they will be able to. So if your main point is "MBS will increase the amount/level of micro" then you are totally wrong. MBS will have almost no effect on the quality or amount of micro that will be seen in battles.
It's not 200/200 TvP battles in the middle of the map smash your whole army together micro battles I'm thinking about, I'm thinking more about the increased viablity of attacking in 2+ places at once. If you didn't have to juggle building units and microing your army, is it unreasonable to believe the end result would be that you could do a better job of juggling multiple battles instead? I have seen a few Bisu fpvods where he does go back to his base in the middle of a battle, is he the rule or the exception here, or am i just completely failing to catch that he has a safe window of opportunity to do so?
aaaaa
ForAdun
Profile Joined August 2007
Germany986 Posts
December 16 2007 11:54 GMT
#20
I go back to base in the middle of every battle if I can. I decide whether it's safe enough or not through calculating the possible extra-damage done to my units because I won't control them anymore for seconds, then I know if I can go back to base and do some stuff - which is not building depots but producing units, of course. I also decide how much time I invest into macro, sometimes 1 seconds sometimes 3 to 5, all depending on my calculation. Sometimes I also keep watching the battle on the minimap to make sure if things go right. In TvZ this is a lot harder than in TvP since TvZ uses weaker units which increases the chance of losing units unneccessarily.
Lets say I invest only 1 second into macro, then I go back checking the situation and managing some units, now I can decide to go back to base once more. I repeat from the beginning.

This behaviour is normal to progamers and they do it at least two times better than me.
No argument here, I just wanted to describe how that scenario looks like in competition.
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
Last Edited: 2007-12-16 12:10:14
December 16 2007 11:55 GMT
#21
On December 16 2007 07:51 zizou21 wrote:
I think Klockan made a really interesting approach, using cognitive dissonance:

http://www.teamliquid.net/forum/viewmessage.php?currentpage=31&topic_id=62216

Well, thats not an argument on the whole mbs debate, its mostly an argument to show that the argument "All pros in starcraft are against mbs" is not the killer argument the anti mbs side makes it out to be.

And to the poster that responded to this, i try random approaches since i have already argued on all points possible to argue about in the eariler threads so i see no use in restating the whole first threads and instead i try to find new viewpoints to this whole debate to bring it forward, or to show that this is an unavoidable stalemate. Since you weren't around for the earlier threads it can seem like i shoot randomly and dont understand the debate ofcourse.

And no, starcraft players aren't one game gurus but they do over and over choose starcraft over other games, and such choices clearly alters the logic going on about whats good and whats bad according to that (And tons of similar) study/ies.
NatsuTerran
Profile Blog Joined June 2007
United States364 Posts
December 16 2007 23:23 GMT
#22
On December 16 2007 19:13 Zanno wrote:
Show nested quote +
On December 16 2007 15:44 Fen wrote:
Ok there is something that is being overlooked here. Smartcasting aside, progamers are already at the limits of micro in starcraft. In a big battle, they dont go back to their base unless they have a window of time where it is possible. Due to the nature of starcraft, units die fast. Battles only go on for a matter of seconds. During those seconds, progamers are using 100% of their APM on micro. MBS is not going to increase their micro, they are already microing at the max that they will be able to. So if your main point is "MBS will increase the amount/level of micro" then you are totally wrong. MBS will have almost no effect on the quality or amount of micro that will be seen in battles.
It's not 200/200 TvP battles in the middle of the map smash your whole army together micro battles I'm thinking about, I'm thinking more about the increased viablity of attacking in 2+ places at once. If you didn't have to juggle building units and microing your army, is it unreasonable to believe the end result would be that you could do a better job of juggling multiple battles instead? I have seen a few Bisu fpvods where he does go back to his base in the middle of a battle, is he the rule or the exception here, or am i just completely failing to catch that he has a safe window of opportunity to do so?


I don't understand why you would want to do this. It's more or less common sense that the last thing you would ever want to do is split your army.... Your just going to get bowled over by the opponent's massive ball. This can only work with drops or small raids.
ForAdun
Profile Joined August 2007
Germany986 Posts
Last Edited: 2007-12-17 00:10:55
December 17 2007 00:08 GMT
#23
On December 17 2007 08:23 NatsuTerran wrote:
Show nested quote +
On December 16 2007 19:13 Zanno wrote:
On December 16 2007 15:44 Fen wrote:
Ok there is something that is being overlooked here. Smartcasting aside, progamers are already at the limits of micro in starcraft. In a big battle, they dont go back to their base unless they have a window of time where it is possible. Due to the nature of starcraft, units die fast. Battles only go on for a matter of seconds. During those seconds, progamers are using 100% of their APM on micro. MBS is not going to increase their micro, they are already microing at the max that they will be able to. So if your main point is "MBS will increase the amount/level of micro" then you are totally wrong. MBS will have almost no effect on the quality or amount of micro that will be seen in battles.
It's not 200/200 TvP battles in the middle of the map smash your whole army together micro battles I'm thinking about, I'm thinking more about the increased viablity of attacking in 2+ places at once. If you didn't have to juggle building units and microing your army, is it unreasonable to believe the end result would be that you could do a better job of juggling multiple battles instead? I have seen a few Bisu fpvods where he does go back to his base in the middle of a battle, is he the rule or the exception here, or am i just completely failing to catch that he has a safe window of opportunity to do so?


I don't understand why you would want to do this. It's more or less common sense that the last thing you would ever want to do is split your army.... Your just going to get bowled over by the opponent's massive ball. This can only work with drops or small raids.


I must disagree. Think about flanking. Or watch TvZ, when terran moves out with tanks, m&m's and 1 vessel and keeps some units at his natural to be safe versus counter-attack. It takes a while for him to arrive at the zerg natural so there will be many new units left at his own natural. If his push wasn't strong enough he has to add these units to his attack.
On Blue Storm we often see one army being split to take control over more room, in PvZ and TvZ it takes very good control if one attacks.
Then there are some counter-mechanics like carriers vs goliaths. If protoss attacks a terran expansion with his carriers terran will send his goliaths there and he will have to control them properly. In that case terran often attacks somewhere else with tanks and vultures at the same time to take advantage of the carrier-positioning and to win time.
And that's not even half of all possible scenarios where players split their army. It happens in any matchup, 100% depending on the current situation. Most of the time it starts with someone harassing an expansion, battles get started everywhere, both players are trying to find holes, to gain an advantage and to fill holes in their own defenses, one's dropping an expansion with 4 overlords, or irradiating some passing lurkers, recalling some units while defending an expansion or instead attacking an expansion, harassing a lonely zerg expansion with 2 tanks added to a group of m&m's because the expansion is protected by some lurkers and sunkens, defending an expansion against swarm/ling harassment with a HT, or in TvZ lifting the CC and running the scv's, I don't know where to stop, I've got too many scenarios in my mind so I should really stop now. I'm sure most of us can add 10000 other scenarios to that.

It is rather funny that one of the main pro-MBS arguments is that it would cause more battles to take place at the same time. I find that so funny because it is already the case in SC, now more than ever before.
BlackSphinx
Profile Joined November 2007
Canada317 Posts
Last Edited: 2007-12-17 05:42:44
December 17 2007 05:42 GMT
#24
On December 17 2007 09:08 ForAdun wrote:
It is rather funny that one of the main pro-MBS arguments is that it would cause more battles to take place at the same time. I find that so funny because it is already the case in SC, now more than ever before.


Well, the main aspect here is that SC2 is trying to break as a spectator Esport in America.

Soccer (or Football, depending of where you're from) can't get a real start there. Why? Strategic. Solid. When you're a guy that knows the game, it's ART to watch. But when you don't, it's boring. See WC3 for most of the SC community. I love watching WC3 vods, but everybody tells me it's boring. Anyway.

MBS = more units = more blood splattering (IMPORTANT IN AMERICA!) = spectator win = more players = more pros = higher competition.

There WILL be more fights all around the map, but whoever says it's because of MBS is stupid. It's because of deepstrikes (prisms, drop pods, nydus worms). Play DoW for a taste. It creates very hectic, multifight gameplay.

The only trap is to make the game too easy, but there are multiple ways to make it harder to control and to make MBS less of a crutch. These are to make the game faster, have more micro possibilities, or emphasis on the necessity of multiple kinds of units so that Ctrlclick + hotkey isn't always an option.

In short, MBS is a mechanic that will bring people in, make the game better to watch, but if used intelligently will NOT make the game a n00bfest.
ForAdun
Profile Joined August 2007
Germany986 Posts
Last Edited: 2007-12-17 12:13:47
December 17 2007 12:13 GMT
#25
Well, I'm sorry but I don't see the same conclusion that you see. The first 5 paragraphs all make sense to me, tho I disagree to the 3rd (because that has nothing to do with MBS). But the 6th paragraph is illogical. It looks like you randomly put your opinion behind the rest, an unfounded opinion as I see it.
I don't say you can't do that but you should make it more obvious that there's no prove for it. But if you got prove I'd be thankful If you could point out what exactly proves it.
1esu
Profile Joined April 2007
United States303 Posts
Last Edited: 2007-12-17 16:36:10
December 17 2007 15:29 GMT
#26
On December 17 2007 21:13 ForAdun wrote:
Well, I'm sorry but I don't see the same conclusion that you see. The first 5 paragraphs all make sense to me, tho I disagree to the 3rd (because that has nothing to do with MBS). But the 6th paragraph is illogical. It looks like you randomly put your opinion behind the rest, an unfounded opinion as I see it.
I don't say you can't do that but you should make it more obvious that there's no prove for it. But if you got prove I'd be thankful If you could point out what exactly proves it.


It's not illogical; the first and second statements stem from the 3rd paragraph, and the last statement stems from the 5th (though I think he meant 'design' rather than 'use'). You disagree with the conclusion because you disagree with the 3rd paragraph's argument, but that doesn't mean it's illogical.

EDIT: Responding to below - then call out his 3rd paragraph, not his conclusion.
ForAdun
Profile Joined August 2007
Germany986 Posts
Last Edited: 2007-12-17 15:35:02
December 17 2007 15:34 GMT
#27
It is illogical because he left out one step called "reason". He didn't tell any reason why MBS = more units, he didn't tell any reason why MBS will bring people in and why MBS makes the game better to watch. Not a single reason.
houseurmusic
Profile Blog Joined September 2006
United States544 Posts
Last Edited: 2007-12-17 17:19:58
December 17 2007 17:17 GMT
#28
A lot of people arguing in favor of MBS are painting a picture that SBS is so hard. SBS is not hard to get use to and it won't take long for a player to program the mechanics in their brain. Infact its very likely that one may get more entertainment out of SBS because that aspect of the game is easy to learn and you can always get faster at it. Look at guitar hero for example, almost anyone can pass the first stage on easy because the mechanics are simple, people keep playing it because they enjoy the simplicity and understand by practicing they will get faster and be able to do amazing things in the end. Everyone knows the success that guitar hero has had and the rock band phenomina that is taking place right now. Simple games but people love it.

With that being said the reason why SBS is so important to starcraft is as we all know its what makes starcraft a unique game. When we look at other RTS's such as the C&C seriers and W3 its mainly just microing your units. A player can focus 90% of their attention on it, but SC is different, it requires a player to split their attention and make decisions on what is more important, microing or macroing at any given moment.Which not only makes the game harder on a strategic level but on a speed level as well adding a lot more dynamics and depth to game.

As blizzard made pretty clear (on the Q&A when they answered korean questions) APM is going to be implemented in replays and maybe even have an effect in the final score of the game. When new comers to the SC series understand that speed is a factor in starcraft 2 I beleive it will make the game even more addicting to them giving them something simple to improve on. Remebering back when I was a complete newb to starcraft, had no idea what APM was, I didn't even know about korea progaming. I remembering seeing my first first person VOD chojja on lost temple. I was amazed at the speed he was going at. Shortly after BWchart came out and I discovered what APM was. Starcraft became to me not only so much more fun and addicting, but so much more complex.

I do agree that people may be a little frusterated at first with the game mechanics, but with any new game who isn't? Unless the game is beyond horrible in the end the mechanics is not what is going determine if you keep playing.
andyliu52
Profile Joined December 2007
2 Posts
December 17 2007 20:38 GMT
#29
im not gonna lie, i like battling and watching battles alot more than i like producing units and setting rally points for 10 gateways, with MBS people will just rally units to the battle, and the commentator would just be watching the battle the whole time, and they might last longer than a minute
NonY
Profile Blog Joined June 2007
8748 Posts
December 17 2007 20:54 GMT
#30
On December 18 2007 05:38 andyliu52 wrote:
im not gonna lie, i like battling and watching battles alot more than i like producing units and setting rally points for 10 gateways, with MBS people will just rally units to the battle, and the commentator would just be watching the battle the whole time, and they might last longer than a minute


Professional SC players don't have any major difficulties with bringing in reinforcements. Having to work harder to produce units does not reduce the amount of battles. If they want to reinforce units, they will. If they want to engage in battle, they will.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
NonY
Profile Blog Joined June 2007
8748 Posts
December 17 2007 21:42 GMT
#31
On December 17 2007 14:42 BlackSphinx wrote:
Show nested quote +
On December 17 2007 09:08 ForAdun wrote:
It is rather funny that one of the main pro-MBS arguments is that it would cause more battles to take place at the same time. I find that so funny because it is already the case in SC, now more than ever before.


Well, the main aspect here is that SC2 is trying to break as a spectator Esport in America.

Soccer (or Football, depending of where you're from) can't get a real start there. Why? Strategic. Solid. When you're a guy that knows the game, it's ART to watch. But when you don't, it's boring. See WC3 for most of the SC community. I love watching WC3 vods, but everybody tells me it's boring. Anyway.


I think there are much better reasons why soccer isn't popular in America. First of all, it would face extreme competition in the market. Imagine there was a third cola drink that was as good or better than Pepsi and Coca Cola. How can it break the rock solid soft drink market? Second of all, there is a very strong baseball/football/basketball culture and tradition in the USA. Kids have memories of watching those games with their relatives. Games are on during holidays like Thanksgiving and Christmas. Sons have bonded with fathers while watching games live or by throwing the balls in their backyards. Soccer has almost no sentimental value established in the USA and has to fight against strong traditions and enormous cultures. These things make a much bigger difference than the natures of the games themselves.

And how can you seriously think that Americans don't want to watch soccer specifically because they're averted to strategy? How would they know if it's deeply strategic at first glance and how does it affect their experience as a first time viewer? Perhaps you can suggest that, as newbies, they won't enjoy the game because they can only see it at its most basic and straightforward level and that level is not often exciting. But the fact that deeper, more exciting levels exist wouldn't repel anyone.

Nonetheless, I don't see any validity in arguing for soccer having deeper complexity than American football. I think both games are deep enough that a fan can delve as far as he wants and he won't come close to fully understanding and appreciating every action in the game. Obviously, that should also be the way SC2 is. SC is like that. From what I've heard, WC3 isn't like that anymore.

I think for a game to not be boring at first view, spectators need to have a decent amount of indicators of who is winning at the moment. A football offense is winning if they made some yards on a play. A basketball offense is winning if they scored a basket on their possession. A baseball offense is winning if they're getting players on the bases. In an RTS, a player is winning if he's building a bigger army, if he has more bases, or if his army is killing the opponent's army. These things are straightforward and easily assumed by a first time viewer. The most important thing Blizzard needs to do to make SC2 a spectator sport is to design graphics so that a first time viewer can tell who is winning a battle while it is happening. It should not be a flurry of graphics and then one player's army is left standing. MBS is not really coming into play at all.

MBS does not change the experience for a first time viewer but it can reduce the appreciation a long time viewer has for a player's skills. There is no ground to be gained by pro-MBS folks who go the "spectator sport" route.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
stk01001
Profile Joined September 2007
United States786 Posts
December 20 2007 00:28 GMT
#32
Seriously... is soccer really any more "strategic" than football?? I don't think so. I don't think it's even more strategic than basketball or baseball even. I think all sports are strategic in their own way and while some are definately more strategic than others, arguing that soccer isn't popular in America because of strategy is crazy.

a.k.a reLapSe ---
1esu
Profile Joined April 2007
United States303 Posts
December 20 2007 04:43 GMT
#33
I don't think BlackSphinx was arguing that soccer was less popular because it was literally more strategic. I think what he was trying to get at was that soccer lacks the viscerality of the other sports.

By viscerality, I mean the ability for the spectator to intuitively understand the difference in skill between a professional and an average player just by watching the game. This is less important to an experienced spectator who understands the subtleties of the game (as they can then appreciate the more subtle differences in skill), but can be the make-or-break factor for a first-time observer. American football, baseball, tennis, and golf have alternating periods of intense action, then rest, allowing players to show off their skills to their full extent with every active period. Basketball and soccer, on the other hand, are constantly active, with the only breaks happening after scores; thus, the primary visceral moments don't happen as often as in sports with alternating on-off periods. Seeing a pass in american football is a visceral moment, seeing a pass in soccer is less so. The difference between basketball and soccer is that basketball takes less time to move the ball from one scoring area to the other, and limits the time players can possess the ball in their opponent's scoring area without attempting to score; these differences allow basketball to have many more visceral moments in the same period of time than soccer.

Physical sports are naturally more visceral than other forms of competition, because a human can instinctively judge how difficult a certain physical action is to perform themselves (thus why I used the word "visceral") with only the most basic understanding of the sport, and even sometimes with no knowledge of the sport. However, since e-sports feature much less physical action the viscerality must be primarily experienced through the medium of the game. A quick example: the traditional first-person view for CS matches, though it makes for a difficult-to-follow experience for the new spectator, is considerably more visceral than the easier-to-follow third-person view used by CGS for their CS:S matches because the spectator can see the reaction times of the players and the intensity of the combat in real time in the former, while the latter is reduced to showing it in first-person flashbacks after the round is over.

Now, to apply this concept to SC. Micro, on one hand, is a visceral skill: people totally new to SC can immediately see that vult/muta/shuttle-reaver micro is clearly a product of superior human skill and not the computer's AI. Likewise, people can easily ascertain the skill involved in executing multiple simultaneous drops or attacks that even the commentators can barely keep up with. Macro-mechanics and macro-related multitasking, on the other hand, are almost invisible to the first-time spectator, as the relative sizes of bases and armies can also be the results of superior micro and/or macro-management. The only current ways to know how quickly a player is macroing aside from experience (knowing the usual rate of conversion from an economic advantage of a given size into an army advantage of a given size) or the reactions of the commentator are during FP-views or views of the players' hands manipulating the keyboard/mouse. The latter was given constantly on the center screen during WCG 2007 for the benefit of those in the audience, but ultimately takes up too much space (and would be too small in the standard angle, anyways) for a constant showing on a standard viewscreen. Therefore, an increase in focus on micro for SC2, assuming that battles remain easily understandable, makes for a more visceral spectator experience.

Note to those who are itching to release the spectre of WC3 on that conclusion: the problem with WC3 is not that the battles are not visceral, but that they are nigh impossible for the first-time viewer to understand the flow (heck, it's difficult to follow the flow of the big-picture gameplay). Viewers must be able to follow the flow of the battle before they can understand how a player's actions are influencing the flow of the battle. After all, one must know where the football is going in an American football passing play before they can appreciate the pass or catch. This is a very similar point to Nony's post about indicators, which I'd like to briefly elaborate on:



I think for a game to not be boring at first view, spectators need to have a decent amount of indicators of who is winning at the moment. A football offense is winning if they made some yards on a play. A basketball offense is winning if they scored a basket on their possession. A baseball offense is winning if they're getting players on the bases. In an RTS, a player is winning if he's building a bigger army, if he has more bases, or if his army is killing the opponent's army. These things are straightforward and easily assumed by a first time viewer. The most important thing Blizzard needs to do to make SC2 a spectator sport is to design graphics so that a first time viewer can tell who is winning a battle while it is happening. It should not be a flurry of graphics and then one player's army is left standing. MBS is not really coming into play at all.


Though the most important point in that quote is that the most important objective for SC2 to be spectator-friendly is to make the flow of the battles and overall gameplay as clear as possible to the viewer, you also brought up an interesting point about in-game scoring.

In other sports, play usually progresses in successive phases that move towards a score, with each successful phase making it easier to score in the next phase, and each failed phase moving towards (partially or entirely) a loss of possession. In American football, these phases are the downs; in baseball, they are the at bats; in tennis, they are the individual points scored towards a game win; in basketball and soccer, they are passes towards a score attempt. One might call these phases 'advantages' leading towards a score, and more scores bring a player closer to victory.

Scores and advantages are almost always quantified for ease of viewing in other sports, yet in SC they are currently not. This is likely because there isn't much that can be called 'scoring' in an SC game; players fight for advantages until the positive feedback inherent in SC's design makes one player's advantage too large to be overturned, which eventually leads to their opponent's resignation, the 'score'. However, a real-time update of the minerals, gas, and supply count for each player was introduced in the otherwise-empty bottom-right corner of the screen during WCG; it's brought back for short periods every now and then in Korean broadcasts, but I think making it permanent, particularly the supply counts, would make SC matches more easily quantifiable, and thus easier for the new spectator to understand who's ahead.
azndsh
Profile Blog Joined August 2006
United States4447 Posts
December 20 2007 05:00 GMT
#34
The way I see it, soccer will never catch on in the US because it doesn't allow for commercial breaks and so the networks will never carry it.

That, and the "we already have other sports" argument.
KoveN-
Profile Joined October 2004
Australia503 Posts
December 20 2007 07:17 GMT
#35
This isn't about Soccer. You turned a simple analogy into a whole different argument...
Motiva
Profile Joined November 2007
United States1774 Posts
Last Edited: 2007-12-23 20:56:46
December 23 2007 20:47 GMT
#36
[lie]
I want MBS so i only have to use 1 macro on my super expensive keyboard instead of a few.

This way i can set a macro to build out of my 10 gateways -- a different button for each unit instead of this whole 2-3 buttons per unit. Come on, my keyboard only has 10 programmable buttons.
[/lie]


heh I've tired of this thread, and stopped posting with the creation of this incarnation of the debate. Though something that didn't occur to me in the previous debates is that some people could practically already have MBS with an expensive enough keyboard and perhaps a brain enough to set the macros up... having a keyboard to where you press X Y Z(read Macro-button 1,2,3) instead of 4sd5sd6sd7sd8sd9sd0sd is essentially implementing something very similar to MBS.

Anyone rich enough to own a Razer Tarantula(or one of the few other's with programmable keys), and having set up it's macros have any input on this?

I don't really know how the Tarantula's macros work. The big problem i can see with this is that if your going to assign a macro to build your units out of multiple buildings then you have to assign which unit in the midst of that macro, hence it is MBS except -- It only works for the 1 specified unit. (I also think theres a limit on the length of the macro so you can prolly only assign so many commands to each macro-button.

Albeit possibly off-topic I still think it's relative and am interested if anyone here has tried this? I'd figure that there are most likely also other programs on the PC where you could prolly assign macros to your keys and have the same effect.... Is this hacking?


And just to waste more words -- My Opinions: Arguing the viability of MBS at this stage of development with our knowledge of the game is just silly. It should be an accepted fact that the possibility of the top SC pros not being the top SC2 pros wouldn't be suprising and in many cases should be welcomed. Top SC pros are the masters at what they do because they do it <10% better than the other pros. Those pros are pros because they do it <25% better than the semi-pros . These numbers are not factual but rather more to make the point that Top pros are only slightly better than pros and pros are only slightly better than others. It's a natural progression of skill so that the very best is differentiated.


With that clear it should be obvious that the top pros are so good because they're extremely good at a very narrow set of things that separate them from the rest. A lot of this is practice, but if everyone had equal practice time there would still be some better than others. So Practice is null to the point.

The big rupture in the community on the debate of MBS largely may spark from this fear that a relatively minor change in the game mechanics completely upsets the balance of skills. This is untrue. It might mean that Top SC pros aren't Top SC2 pros. They'll still rape-la-noobs obviously but I don't think this would surprise anyone.

The real debate of MBS is whether it makes the game easier.

This is something I should clarify a little. By easier I am not talking about the game play but rather the utilization of mechanics (Yes Mechanics make up some of the game play but bare with me). Going Start -> Run -> Iexplore. Is clearly easier than Double Clicking My Computer -> C: -> C: ect ect -> ect ect.

This is obviously a simplification of the mechanics -- Hence utilization of the mechanics is easier.

This is where I think the majority of arguments break down. If you're arguing that MBS will make SC2 macro easier you are correct in teh sense that you will have to press fewer buttons and so it will use up less time and the like. This is possible within SC1 with the use of a $100 Keyboard or I'm sure there is some macro program that'll do it even better.

Does making the utilization of specific mechanics make the overall game's "Skill Ceiling" lower?

The answer to this is another question:

Is the skill ceiling of Starcraft dependent upon the utilization of these specific mechanics?

The answer to this is another question:

Is what differentiates the Top pros, from the other pros, and the other pros from the semi pros simply a greater ability on the keyboard and having practiced macro routines more or is what differentiates them simply a greater understanding of the game, a greater strategic mind, sheer multitasking ability, creativity or any and all other factors aside from the specific manner of utilization of the mechanic in question?


I don't know. I lean more towards the fact that anyone semi-pro and up typically has the same general ability on the utilization of a keyboard and most of what determines who wins is strategy, playstyle, and general ability on all other facets of the game.

After a short break from this thread I figured I might as well post something and this is an attempt to reiterate my previous arguments for MBS in a different manner. I have typed the same thing over and over again just to receive the same reply i've replied to as a reply so unless you can come up with a response other than those I have already received and replied to. I will be simply quoting myself from previous posts in the previous thread.


Thank you for your time

Motiva

ForAdun
Profile Joined August 2007
Germany986 Posts
December 23 2007 22:56 GMT
#37
I cut out the unimportant paragraphs (already known) and this is what's left:

On December 24 2007 05:47 Motiva wrote:
I don't know. I lean more towards the fact that anyone semi-pro and up typically has the same general ability on the utilization of a keyboard and most of what determines who wins is strategy, playstyle, and general ability on all other facets of the game.


You can lean on whatever you want, fact is that every human is an individual thus all or most progamers having the same motor-driven skills is impossible. They have different talents, they train differently, they focuse on different things, they have different views, etc. This is what separates them from each other.
I'm talking about the human factor.
Two players having the same overall skill still aren't equally skilled when we take specific skills into account. As a result we can see not only different playing styles but also different rankings for different players. Good examples for a big difference in skills are Boxer/iloveoov, Stork/Bisu, Savior/JulyZerg. Some might say these players simply have different styles - which is true - but another truth is that they also have different strengths and weaknesses. Boxer and iloveoov clearly focuse on different skills and they also had their own prime. Bisu and Stork also focuse on different skills and they have completely different playing styles but they both are in their primes right now. They keep fighting it and the situation is unclear. Now if they were all able to use MBS I can see Boxer and iloveoov coming closer together in skill, perhaps Boxer will start being more successful once more and iloveoov would stay where he is.
Or why is it that Bisu keeps beating Savior? Savior has shown an improved version of his old PvZ but against Bisu it doesn't matter at all. Why is that? I tell you why: it is because Bisu got the better multitasking skills which he uses for tactical shots and strong macro-management. As a result Bisu has a better timing for his own gaming plan than Savior. Bisu wins some seconds with hunting some overlords with his sairs which 2 minutes later results in harassing an expansion which results in Bisu having 1 expansion faster than normal etc. etc. Take MBS into account and that little, growing (or decreasing) advantage - the human factor - is nearly gone because Savior has a bit more free time and uses it to focuse on his defense against harass, Bisu will not be able to outplay Savior anymore.
These examples shall not prove anything at all, I use them to explain my point of view.

Big pressure often results in some sort of powerlessness. Progamers learn to control themselves and to overcome the pressure. This is their solution.
MBS is another solution, but like everything in life it causes a new problem: a decrease in skill ceiling. There is no way around it because there is no final balance in life. Eating much results in being bigger and more solid but you also slow down. If you want to overcome that problem you must train your body so you have to push yourself. A simple analogy which shows that nothing's for free.
This also counts for MBS. If MBS only had a very small effect on the skill ceiling, then things would be fine. In the 4th paragraph I give a simple reason why this is not the case.

The main anti-MBS argument is that a players skill (and style) would become too similar to all other players skill because we can't show such huge skill differences in SC2 as we can in SC.
MBS destroys a lot of individuality hence it doesn't allow individual skills. In SC it is not possible to achieve perfection but sometimes it seems so because of individuals, mainly top progamers. These individuals show individual skills in macro- or micro-management, multitasking, tactics etc.
From a list like that MBS lessens the skill needed for macro-management, just like autogathering. And MUS and smartcasting lessen the skill needed for micro-management.
This does not make MBS less of a threat, it makes all four features an even bigger threat than MBS alone.

Since there is no reason to implement these features other than making the game easier, it is hardly possible to argue that this effect wouldn't harm the competition. The few who tried arguing had to accept loads of counter-arguments without a word of protest, the others where more intelligent and argued that MBS & Co. is important for other things than competition. But we've seen well-founded reasons why MBS has no effect on entertainment and selling numbers. There's nothing left to say, or is it?
All in all, we're still waiting for an argument pro-MBS that nobody can refute.
But we do already have several arguments anti-MBS that are still undisputed.
Motiva
Profile Joined November 2007
United States1774 Posts
Last Edited: 2007-12-24 01:17:28
December 24 2007 00:32 GMT
#38
Ok, I used the word lean where i shouldn't that doesn't discredit my argument.

Personalization of logic doesn't negate the point.

Yes I understand that players of overall equal skill aren't equal in specifics most of the time. That is fairly irrelevant to the point I was making, and the questions I was looking for people to speculate and reply upon. I was rather trying to logically deduce that of all of these skills -- on the e-sports level SBS has little to no competitive prowess. Every pro is about equally good at pressing 5sd6sd because the skill ceiling is very lower for pressing 5sd6sd.


Take MBS into account and that little, growing (or decreasing) advantage - the human factor - is nearly gone because Savior has a bit more free time and uses it to focuse on his defense against harass, Bisu will not be able to outplay Savior anymore.
These examples shall not prove anything at all, I use them to explain my point of view.


I disagree with this statement -> "nearly gone" is a vast exaggeration. In fact I haven't seen a valid argument argueing that it decreases the human factor any more than a very small amount(as any good enough player can SBS quite effectively). Changes the focus of the game in-so-far that any speculation is hogwash at the current standing time -- sure.

As for your example -- I think it's a vast exaggeration as well... That 1.2 seconds free'd up will really break the game for Bisu. If only savior could have gotten in those 8 clicks while Bisu was obviously not using MBS as well...

All your example really points out is that there is a lot going on in the game and that if we free up 1.2 seconds every 10 seconds then there is room for even more to go on.


Since there is no reason to implement these features other than making the game easier, it is hardly possible to argue that this effect wouldn't harm the competition. The few who tried arguing had to accept loads of counter-arguments without a word of protest, the others where more intelligent and argued that MBS & Co. is important for other things than competition. But we've seen well-founded reasons why MBS has no effect on entertainment and selling numbers. There's nothing left to say, or is it?


I'm sorry but first you're making the assumption that it makes the game easier, then your making the assumption that this would harm the competition of the game.

There is no solid evidence that MBS makes Starcraft 2 easier than Stacraft 2 is without it.
There is no solid evidence that Starcraft 2MBS is less competitive than Starcraft 2SBS. The best we can do is compare it to starcraft which isn't a very good comparision considering different build orders, different timings, different units, new functionality with terrain, interesting new tactics and base-raiding functionality. All of this could completely change the focus of the game, the importance of economy, expansion timing and dependence. Really any such speculation is hogwash.

Highly competitive communities can form within even the user friendly environments. Some of these easier games have been played as sports and e-sports. The Human element is far too great to simply be ruled out by MBS and that is just fucking ridiculous.

Now yeah sure, Starcraft 2 might seem easier than Starcraft 1 because of MBS because Starcraft 1 is SBS.... So? This can't kill the competitive community, and anyone telling you that is true is telling you their bias...

Why don't we start arguing to blizzard that we don't have to double click to build a unit or to lower the selection groups to 6. In fact down with all hotkeys -- Mouse speed FTW. It would after all take more skill within a specific skill set.

However we have a bias towards how we like this current game we're playing called Starcraft 1 and we like the way it is. We like the way it is so much that we don't want blizzard to change it. That is the only undisputed anti-MBS argument I've read.

If anyone could provide me a concise, unpersonalized, and elegant argument of Anti-MBS that can not be disputed (no bias) then please someone provide it for my education must truly be lacking.

EDIT:

But then are you actually arguing against this statement?

the fact that anyone semi-pro and up typically has the same general ability on the utilization of a keyboard and most of what determines who wins is strategy, playstyle, and general ability on all other facets of the game.


If your not arguing against my statement that any 225+ APM Player that has successfully played has roughly the same ability at pressing the keys then what are you arguing?

I don't feel that they all have identical skills some may excel more than others but my point is this doesn't, won't, and can't break the top-tier competitive level.

The main anti-MBS argument is that a players skill (and style) would become too similar to all other players skill because we can't show such huge skill differences in SC2 as we can in SC.
MBS destroys a lot of individuality hence it doesn't allow individual skills. In SC it is not possible to achieve perfection but sometimes it seems so because of individuals, mainly top progamers. These individuals show individual skills in macro- or micro-management, multitasking, tactics etc.
From a list like that MBS lessens the skill needed for macro-management, just like autogathering. And MUS and smartcasting lessen the skill needed for micro-management.
This does not make MBS less of a threat, it makes all four features an even bigger threat than MBS alone.


As for this. I thought the main argument was that it lowers the skill ceiling. Regardless, I disagree with this there are far greater things that differentiate iloveoov and boxer than their ability to press keys. You can't possibly be aruging that there would be no difference in how Iloveoov and Boxer would play in a TvT match of Starcraft2. I refuse to believe that you truly think that. >

You realize that Boxer does spend all of his minerals, yet iloveoov will still outproduce him. Why? for some reason I don't think it's because Iloveoov has superior SBS skills. Rather because he's taken a more economy driven gameplay style.


[offtopic]
Now just because you bring them up.

I am against Autogathering -> Why? This reduces the number of non-redundant(SBS being redundant) tasks one must perform within small amounts of time. I think there is less chance of this being removed than MBS, but I feel that this will have greater ill effects of the sort Anti-MBS players say MBS will have than MBS itself.

As for smartcasting, I think it should possibly be implemented in some ways. Some spells sure. AoE spells maybe not. Perhaps with some box-like mechanism similar to SC1 in conjunction with it.

as for MUS, I feel the same with MBS. Zerg players will prolly still hotkey hatcheries to multiple keys lategame, and MUS players will obviously need to select smaller groups for micro and ect. ect. ect.

[/offtopic]



ForAdun
Profile Joined August 2007
Germany986 Posts
December 24 2007 00:54 GMT
#39
What is MBS doing if it's not making the game easier? Hm?
Motiva
Profile Joined November 2007
United States1774 Posts
Last Edited: 2007-12-24 01:16:20
December 24 2007 01:04 GMT
#40
Making the mechanics easier and changing the focus of the game?

If Change = Simplification It is not an immediate truth that Change = Easier.

MBS is making SBS easier. That makes our conception of SC1 Late-game seem like it would be a lot easier. Yes that's a normal first impression... Can you truly argue that it would make Starcraft easier for either play in Savior v Bisu?

Would you argue that Chess is an easier game than Starcraft at the top tier competitive level? Does the keyboard really make the game that much more difficult? No -- Starcraft just requires a different skill set. MBS simply reduces the stress on the keyboard oriented skill set. Does this make the game easier? Maybe for the person who had 4 fingers and has spent an equal amount of time practicing as a 5 fingered person.
teamsolid
Profile Joined October 2007
Canada3668 Posts
Last Edited: 2007-12-24 01:46:56
December 24 2007 01:38 GMT
#41
On December 24 2007 07:56 ForAdun wrote:
The few who tried arguing had to accept loads of counter-arguments without a word of protest, the others where more intelligent and argued that MBS & Co. is important for other things than competition. But we've seen well-founded reasons why MBS has no effect on entertainment and selling numbers.

This is not true. It ended with kind of a standstill/flame war, with each side believing that they had won. Also, those "other things" directly tie into the success of competition in more ways than one, but it's not worth discussing again.

On December 24 2007 07:56 ForAdun wrote:
All in all, we're still waiting for an argument pro-MBS that nobody can refute.
But we do already have several arguments anti-MBS that are still undisputed.

Not true. There are a couple of good unrefutable arguments from each side, but its the magnitude of benefit/disadvantages that are really in dispute. It's just that these same tired arguments have been repeated so many times that it's not worth bringing up anymore. Only way to be certain of the end result is through extensive beta testing.
ForAdun
Profile Joined August 2007
Germany986 Posts
December 24 2007 08:48 GMT
#42
On December 24 2007 10:04 Motiva wrote:
MBS simply reduces the stress on the keyboard oriented skill set. Does this make the game easier? Maybe for the person who had 4 fingers and has spent an equal amount of time practicing as a 5 fingered person.


Thank you very much. MBS makes the game easier.
Motiva
Profile Joined November 2007
United States1774 Posts
December 24 2007 10:03 GMT
#43
On December 24 2007 17:48 ForAdun wrote:
Show nested quote +
On December 24 2007 10:04 Motiva wrote:
MBS simply reduces the stress on the keyboard oriented skill set. Does this make the game easier? Maybe for the person who had 4 fingers and has spent an equal amount of time practicing as a 5 fingered person.


Thank you very much. MBS makes the game easier.



LOL You can't prove that!
ForAdun
Profile Joined August 2007
Germany986 Posts
December 24 2007 10:10 GMT
#44
Do I really need to underline the parts where you say that MBS makes the game easier?
RealSteve[PTR]
Profile Joined December 2007
2 Posts
December 24 2007 13:42 GMT
#45
no one important reads this thread -_-a
FINAL SCORE 4-0 I AM A PRO. Practicing every other day to be as bad at protoss as Artosis ~~~~wudup 2 my homie SuperJongMan~~~ Kennigit, old RealSteve Fanclub member!
1esu
Profile Joined April 2007
United States303 Posts
December 24 2007 15:44 GMT
#46
On December 24 2007 17:48 ForAdun wrote:
Show nested quote +
On December 24 2007 10:04 Motiva wrote:
MBS simply reduces the stress on the keyboard oriented skill set. Does this make the game easier? Maybe for the person who had 4 fingers and has spent an equal amount of time practicing as a 5 fingered person.


Thank you very much. MBS makes the game easier.


I think you two are arguing past each other; certainly, by making macro mechanics simpler, MBS reduces the learning curve, which makes the game 'easier'. However, an easier SC2 does not necessarily equal a less competitive SC2; that, I believe, is Motiva's point.
Fen
Profile Blog Joined June 2006
Australia1848 Posts
Last Edited: 2007-12-24 16:11:11
December 24 2007 16:07 GMT
#47
[Story]
A week ago, I went over to a friends house. While we were chilling out, I noticed my friend had 2 guitar hero controllers. It turns out his brother bought them and he played quite often. I thought, great, my neighbour has guitar hero and I decided to challenge his brother to a game.

Now the rules of engagement were that we were playing for 10 dollars. Neither of us had seen the other play. He chose first song, I chose second song, and then we were going to flip a coin for the 3rd song if it came to that.

First off, he chose a song on medium mode. This surprised me, as I am quite decent on hard mode, but its his choice so we played. I won by a couple thousand points (A small margin for ppl who dont know guitar hero). I hit about 97% of the notes, he hit about 95%. My friend at this point noted "wow you guys are really close".

Now it was my turn to choose a song. I chose a song on hard mode. About 3 minutes later I was standing there victorious, with double my opponents score. I hit about 90% of the notes, he only hit about 75%. I made my ten dollars and secured my rightful place, as guitar hero master at my friends house
[/Story]

Ok, so this doesnt seem to relate to Starcraft at all. However what it does show, is the effects of lowering the skill ceiling in a game. On medium mode, neither of us were perfect. If we were the best two guitar hero players in the world, some people here would be arguing that we should make guitar hero even easier because the best in the world can't perfect it. Obviously something you dont want to do.

The reason why medium mode was so close, was that the game was being dictated by our mistakes. For most of the song, we were both on a 4x multiplier. Any mistake we made, just missing a single note meant that you broke the multiplier and was devestating. The winner in that game wasnt nessecceraly the best, just the person who made the least mistakes. This is not what we want in a game. Due to the fact that we were so near perfection, a simple little slipup could have cost us the entire game. And lets face facts, mistakes happen for everyone. In starcraft, when a mistake is made, it sucks, but its not the end of the game, unless its something really collossal. Little mistakes happen all the time thoughout the game, but due to the fact that even the best are still soo far from perfection, those mistakes can easily be recitfied. The closer we get to perfection/the easier the game is, the more a mistake will mess up your game.

Now I am rightfully a better player than my friend's brother. But had I of sneezed, missed a note due to lack of concentration etc. I could have lost the game. And how frustrated would I have been losing a competition like that due to a simple little mistake.

So lets put this into an example. Player X knows that there is a chance he will be dropped from a certain angle. To couteract this, he sends an observer to a spot where the enemies dropship will have to go, giving him early detection of the drop. Unfortuantly, he misses the spot where he was supposed to click his observer by a small margin, and the dropship passes just outside of range of the observer's sight. Player X thinking he is safe, moves his army out, the drop happens and player X gets his expo destroyed. 5 mins later, the game is over and player X GG's

We go back and anylise this game. We see that the crucial turning point was the drop. And that Player X made an assumption based on a misplaced observer. A small mistake, but ultimately it costs him the game. How would this player feel, knowing that a small mistake cost him the entire game. Frustrated I bet, espeically if he is a better player than his opponent.

Now people are going to debate this example and not the argument itself, so im going to try and head you off now.

Losing an expo in starcraft doesnt mean the end of the game, players often come back from this situation. This is due to the dynamics of the macro system. The more stuff you have to macro, the less efficient you are macroing. This means that a player who has a smaller base, is using it more effectively.

This principle will also carry over into many other examples, such as accidently moving your troops into a tank line. Sure you might lose a few units, but as long as there is a system like macro that allows you to recoup those losses, this little mistake will not cost you the game.

In the hard mode game (we're back at the guitar hero game). The game ceased being decided by mistakes. When we got multipliers, they didnt last long. We were missing notes left right and center, but every mistake was not punished like it was the end of the world. In the end, I was able to hit more notes, keep more combos. Instead of my win coming from less mistakes, it came from better play, the things I did right, instead of the things I did wrong. These are slightly different things, but change the empahsis of a game a lot.

Also in the hard mode battle. It was obvious who was the better player in the hard mode game. For an onlooker, for the players, everyone in the room could tell, yes I was the better player. This is important. I see a lot of arguments saying, we dont want the noobs to get crushed because it hurts their feelings. Its important that if you are a lot better then your opponent, that you can crush him like a bug. Thats the payoff for the person who plays starcraft competatively. Not the playing of really intense games, that happens at all skill levels. Its the prestige and glory that comes from knowing yourself, and everyone else knowing that if you took on a random noob, it would be a sheer walkover. It wouldnt be a win where he just made more mistakes. It would be a win, where you were doing everything right, and he just had no counter for it.

Anyways if you read this far, Im surprised. Thats a pretty bloody long post. These are my thoughts on the effect of lowering the skill ceiling. As you can see, there is more to lowering a skill ceiling than just "can someone get a perfect game, if not then its ok". It effects every game, in my opinion, for the worst.

Merry Christmas everyone
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2007-12-24 17:01:46
December 24 2007 16:59 GMT
#48
MBS is like underwater basket weaving above the water and from my personal experience I can say that underwater basket weaving above the water is totally not cool!
I'll call Nada.
Motiva
Profile Joined November 2007
United States1774 Posts
December 24 2007 17:28 GMT
#49
@Fen

Well you make some decent points but I don't think they're anything we should be concerned about within Starcraft 2.


Medium mode on guitar hero brings up the issue that when a game is dumbed down and at the same time very linear then two players of vaguely similar skill level might appear to be closer in skill level then they are.

You argue this is bad because it comes down to the mistakes ect ect. Sneezeing could cost you a game ect.

Well I'd argue that the better player wouldn't make less mistakes regardless, and 1 match shouldn't be used to determine skill levels by anyone hence sneezing makes much less of a difference.

I would also point out that Starcraft only has 1 difficulty mode and similar things to your medium mode experience already happen within starcraft. Playing on iccup yesterday i was able to stay alive for 20 minutes against a player far greater than me. Our scores were fairly close but he was certainly substantially better than me. Due to luck and sufficient micro skills I was able to stay in the game for 20 minutes, but due to map control and superior strategy he was able to clearly win it just took a longer time than it might of on say... a different map or with different races or even a fricken rematch... He was prolly a whole letter grade better than me on iccup.

I think the skill difference will be obvious within SC2 as it is within SC, this is accomplished by an unachievable skill ceiling which MBS does not prevent. That doesn't mean a subpar player can't put up a good fight against a par player... 1 Game is not a measure of definite skill like it is in Guitar Hero (although the obvious is still obvious within SC)

The other difference I would like to point out is that Guitar Heros skill ceiling is very well defined and easy to understand... Within the world of Starcraft there is far too much going on to even define the skill ceiling beyond a certain metagame.

@ForAdun

lol. Feel free to underline the points to where i state that MBS makes the game mechanics easier to utilize. Please also underline the points where I argue how this doesn't necessarily make the game easier (If the game is identical to SC it makes it easier but we're talking about a different game right?) Also read 1esu's post.

eh
Good Day.
Fen
Profile Blog Joined June 2006
Australia1848 Posts
Last Edited: 2007-12-24 18:11:51
December 24 2007 18:11 GMT
#50
Its 3 am on christmas day, I need to go to bed, so Ill make this quick

On December 25 2007 02:28 Motiva wrote:
Well I'd argue that the better player wouldn't make less mistakes regardless, and 1 match shouldn't be used to determine skill levels by anyone hence sneezing makes much less of a difference.


Mistakes happen. Im confident that I could win a single point against the best tennis player in the world, given a bit of time, just due to the fact that they will inevitably make a mistake. Humans make mistakes. Its important that the game does not punish a person too harshly for minor mistakes. By lowering the skill ceiling, and therefore bringing players closer to perfection, mistakes are much more damaging to a player than they would be in a game with a higher skill ceiling.

As for 1 match shouldn't be used to determine skill. I agree, 1 match is inconclusive. However that doesnt change the fact that tournaments will still run 1 game only until it gets to final levels. So while we can say that, it is important that a better player will always have an advantage.

Our scores were fairly close but he was certainly substantially better than me. Due to luck and sufficient micro skills I was able to stay in the game for 20 minutes, but due to map control and superior strategy he was able to clearly win it just took a longer time than it might of on say... a different map or with different races or even a fricken rematch... He was prolly a whole letter grade better than me on iccup.


Well this makes sense. He is better than you. Now you survived for longer than you should have, but you still state that he clearly won. Score doesnt mean a whole lot in starcraft. Its the game that matters, and he clearly beat you, which is the way it should have gone if he was a substantially better player than you.

Just to sum up my argument, lower skill ceiling leads to harsher penatlies for mistakes. Games should aim to use the players correct actions to determine the better player, not the wrong actions.

To lololol: You're a 12 year old child. If you dont have anything helpful to add to the discussion, please just go away.
Motiva
Profile Joined November 2007
United States1774 Posts
December 24 2007 19:40 GMT
#51
Well

Point 1:

You can not DEFINITELY state that MBS lowers the skill ceiling, you can state that it lowers the learning curve. With new cliff mechanics, dropship mechanics, unit types, build orders, and any and everything else different within the game, everything we know about the current metagame is hogwash and we also can't really say much about timing, expansion viability timing, the advantage of this or that. It's foolish to say definitely that MBS is bad, hence We should test it and should not form definite views on that which is in development.

Point 2:

Why should games aim to reward the good instead of punish the bad? This logic doesn't make any sense to me. I would think you would want some of both. Both games seem to do both fairly well.

I'm going to assume that this ties into MBS in the sense that because SBS requires more actions thus there is more room for potential mistakes. That's all dandy, but while we do want to punish the bad as well as reward the good there is still the matter of what skill sets should the game test? It's not like MBS removes or lowers the skill ceiling from multitasking and reaction time. Do we want the game to test your ability to perform 125+ Macro actions per minute on the keyboard... Or do we want the game to progress more towards the testing of your strategic mind, multitasking, knowledge, and reaction time?
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
Last Edited: 2007-12-24 23:59:42
December 24 2007 23:59 GMT
#52
On December 25 2007 03:11 Fen wrote:
Its 3 am on christmas day, I need to go to bed, so Ill make this quick

Show nested quote +
On December 25 2007 02:28 Motiva wrote:
Well I'd argue that the better player wouldn't make less mistakes regardless, and 1 match shouldn't be used to determine skill levels by anyone hence sneezing makes much less of a difference.


Mistakes happen. Im confident that I could win a single point against the best tennis player in the world, given a bit of time, just due to the fact that they will inevitably make a mistake. Humans make mistakes. Its important that the game does not punish a person too harshly for minor mistakes. By lowering the skill ceiling, and therefore bringing players closer to perfection, mistakes are much more damaging to a player than they would be in a game with a higher skill ceiling.

As for 1 match shouldn't be used to determine skill. I agree, 1 match is inconclusive. However that doesnt change the fact that tournaments will still run 1 game only until it gets to final levels. So while we can say that, it is important that a better player will always have an advantage.

I'll make a point here, do you realize that sbs adds around as much random luck as it adds skill differentiation? I mean, sbs could quite easily be compared to the challange of guitar hero(Wich means that there is very few % difference between the good players) but it also gives you spots were you can miss enemy moves at which means that you can lose just because you got caught right during an sbs sequence.
ForAdun
Profile Joined August 2007
Germany986 Posts
Last Edited: 2007-12-25 00:56:38
December 25 2007 00:55 GMT
#53
On December 24 2007 10:04 Motiva wrote:
MBS simply reduces the stress on the keyboard oriented skill set. Does this make the game easier? Maybe for the person who had 4 fingers and has spent an equal amount of time practicing as a 5 fingered person.


The last sentence says that "MBS maybe makes the game easier for the person who had 4 fingers".
Why can't we just leave out the 'maybe'? I think this is alright because if that wasn't your opinion you would not have said it, right?
I'll reduce that to "MBS easens the game for handicapped persons".
I think everyone here agrees to me that a 4-fingered person is weaker than a 5-fingered person if both their fingers are equally skilled, so I consider the 4-fingered person to be weaker.
Should be fine then if I translate that into "MBS easens the game for weaker players".

I've obviously reduced your statement a bit, but your original message is still there, correct? And this is where I found you saying that MBS makes the game easier.

Feel free to claim that my argumentation is that of a child but I already see you having a hard time to refute it.

On December 25 2007 08:59 Klockan3 wrote:
Show nested quote +
On December 25 2007 03:11 Fen wrote:
Its 3 am on christmas day, I need to go to bed, so Ill make this quick

On December 25 2007 02:28 Motiva wrote:
Well I'd argue that the better player wouldn't make less mistakes regardless, and 1 match shouldn't be used to determine skill levels by anyone hence sneezing makes much less of a difference.


Mistakes happen. Im confident that I could win a single point against the best tennis player in the world, given a bit of time, just due to the fact that they will inevitably make a mistake. Humans make mistakes. Its important that the game does not punish a person too harshly for minor mistakes. By lowering the skill ceiling, and therefore bringing players closer to perfection, mistakes are much more damaging to a player than they would be in a game with a higher skill ceiling.

As for 1 match shouldn't be used to determine skill. I agree, 1 match is inconclusive. However that doesnt change the fact that tournaments will still run 1 game only until it gets to final levels. So while we can say that, it is important that a better player will always have an advantage.

I'll make a point here, do you realize that sbs adds around as much random luck as it adds skill differentiation? I mean, sbs could quite easily be compared to the challange of guitar hero(Wich means that there is very few % difference between the good players) but it also gives you spots were you can miss enemy moves at which means that you can lose just because you got caught right during an sbs sequence.


A simple answer: watch the minimap.
BlackSphinx
Profile Joined November 2007
Canada317 Posts
December 25 2007 01:20 GMT
#54
Comparing SC1 and SC2 to Guitar Hero at Medium and Hard isn't a good comparison at all.

It would be a good comparison if you compared SC1 with MBS and SC1 without MBS. Considering there are countless ways Blizzard can make the game challenging and different while leaving MBS in to make sure players don't run away from the game (keep in mind a LOT of WoW players will try it), I don't think it's a good example.

Because, you could have played Six at Medium and Shout at the devil at hard (GH2). Both are the same difficulty, although one has 5 notes and the other has 4.

I think everyone agree that SC1 with MBS would be a big no. But before we see SC2 we can't say it's a bad mechanic. When we'll be able to test throughly we'll see.
Markus
Profile Joined August 2007
Canada11 Posts
December 25 2007 02:39 GMT
#55
@Fen:

I have read your analogy and it has nothing to do with MBS's in any way. I have never played Guitar Hero, but I could do a similar analogy going the other way. If I were to play vs a lesser skilled player say SWGB (another RTS), but he chose to play on normal speed (which is slow) and I chose to play on fast speed (which all good players play at), we would have the same results as your analogy. The game on normal speed would probably be close, because he's got tons of time to do stuff and more to the point he's probably quite familiar with playing with that speed and at that level. And I would crush him at fast speed, game would be over in under 5 minutes.

But the main thing I want to point out is that without a MBS on fast speed, I wouldn't be able to do half the things I could if I were to play on fast speed without a MBS. MBS is the glue that lets you do tons of stuff and micro/macro very very fast to play competitively in a fast game. Anyone can have good micro/macro when the game speed is on normal speed. But if you could only play SWBG on normal speed and without a MBS, well the game would be pretty gay... and slow... and cumbersome and bad. If 2 experts were to play on fast speed and there was no MBS, yes there would probably be some differentiation between the skill level of one and the other in some way. But for everyone else... the game would suck.

@ForAdun re: several arguments anti-MBS that are still undisputed post:

Sorry bro but they have been disputed many times. You just don't accept them, just like many pro-MBS'ers do not accept your posts. And theres really no point in arguing it anymore.
All-In!!!!
ForAdun
Profile Joined August 2007
Germany986 Posts
Last Edited: 2007-12-25 03:32:40
December 25 2007 03:22 GMT
#56
On December 25 2007 11:39 Markus wrote:
@ForAdun re: several arguments anti-MBS that are still undisputed post:

Sorry bro but they have been disputed many times. You just don't accept them, just like many pro-MBS'ers do not accept your posts. And theres really no point in arguing it anymore.


1.) SC players who've tested the SC2 Alpha said that the new features make the gameplay less demanding + thrilling.
2.) Assuming that MBS wouldn't hurt the competition (it will) it still sorta "discriminates" macro-players (also counts for automining).
3.) As mentioned, MBS (like automining) clearly decreases the attention, the expenditure of time and the skill needed for macro-management. This makes multitasking (the most deceisive skill in SC) a lot easier.
Considering the 1. point it is logical to assume that nothing can fill that hole. Since more than half a year Blizzard has not revealed any informations about that case, they seem to be totally clueless.

The first two points are still undisputed as if nobody could refute them.
The 3rd had been discussed a little bit but there was no clear counter-argument. Whenever the pro-MBS side ran out of arguments they kept saying "wait for the beta version" - an evasive answer. Some even tried arguing that for progamers there is no real difference between MBS and SBS - in my life I've never heard a worse argument than that.
Other arguments weren't satisfying either. Too hypothetical, too unlikely.
Zanno
Profile Blog Joined February 2007
United States1484 Posts
Last Edited: 2007-12-25 03:47:10
December 25 2007 03:43 GMT
#57
On December 25 2007 12:22 ForAdun wrote:
Show nested quote +
On December 25 2007 11:39 Markus wrote:
@ForAdun re: several arguments anti-MBS that are still undisputed post:

Sorry bro but they have been disputed many times. You just don't accept them, just like many pro-MBS'ers do not accept your posts. And theres really no point in arguing it anymore.


1.) SC players who've tested the SC2 Alpha said that the new features make the gameplay less demanding + thrilling.
they each got to play like what, 5 games of 2v2 vs a bunch of wow noobs

of course the game is not going to be demanding/thrilling when you're playing against a complete newbie in a completely imbalanced game, who more likely than not showed up mostly for the cosplay and never played SC beyond a few games of pubbie BGH

as far as i know aside from the pros in attendance nobody got to play 1v1 at all, let alone a 2v2 with 4 competent players involved

2.) Assuming that MBS wouldn't hurt the competition (it will) it still sorta "discriminates" macro-players (also counts for automining).
for the last fucking time, oov doesn't have oov macro because he can click on buildings fast, oov has oov macro because he has impeccable economic sense, he knows when to power scvs, when to expand, when to lay facts down, when to mass, everything basically.

consider the point disputed
aaaaa
ForAdun
Profile Joined August 2007
Germany986 Posts
Last Edited: 2007-12-25 04:11:55
December 25 2007 04:11 GMT
#58
On December 25 2007 12:43 Zanno wrote:
Show nested quote +
On December 25 2007 12:22 ForAdun wrote:
On December 25 2007 11:39 Markus wrote:
@ForAdun re: several arguments anti-MBS that are still undisputed post:

Sorry bro but they have been disputed many times. You just don't accept them, just like many pro-MBS'ers do not accept your posts. And theres really no point in arguing it anymore.


1.) SC players who've tested the SC2 Alpha said that the new features make the gameplay less demanding + thrilling.
they each got to play like what, 5 games of 2v2 vs a bunch of wow noobs

of course the game is not going to be demanding/thrilling when you're playing against a complete newbie in a completely imbalanced game, who more likely than not showed up mostly for the cosplay and never played SC beyond a few games of pubbie BGH

as far as i know aside from the pros in attendance nobody got to play 1v1 at all, let alone a 2v2 with 4 competent players involved

Show nested quote +
2.) Assuming that MBS wouldn't hurt the competition (it will) it still sorta "discriminates" macro-players (also counts for automining).
for the last fucking time, oov doesn't have oov macro because he can click on buildings fast, oov has oov macro because he has impeccable economic sense, he knows when to power scvs, when to expand, when to lay facts down, when to mass, everything basically.

consider the point disputed


I don't really know if you are serious or not but ok if you like I'll take your post serious.

First of all: how do you know how many and what sort of games they've played at BlizzCon?

Second: what you say about oov is new to me. Who told you that? Have you been at the SKT T1 training camp? Do you have secret informations? Well, for real. It's hard for me to take you serious, but I said I'll do. I need serious answers.
Fen
Profile Blog Joined June 2006
Australia1848 Posts
December 25 2007 12:00 GMT
#59
Ok, for anyone debating my example by saying, "guitar hero is nothing like Starcraft", you havent actually debated my point at all. Youve just attacked an example. A problem is that in this discussion we are seeing a LOT of strawman arguing. Refuting an example and then assuming that because you can flaw in the example, the argument behind it must be wrong is strawman arguing. When you make your posts, please debate the point behind the post and dont just sit their poking holes in the examples.

My post never stated that guitar hero and starcraft were related. I used a guitar hero example because it easily articulated my main point. Which I believe no-body has effectively countered. (My main point is that by making the game easier with MBS, then mistakes will be punished harsher, and possibly harsher than what the mistake really calls for.)

To Klockan, who did argue against my point and not my example. Players are very tuned into the minimap. This is where 90% of the time you will spot enemy movements unless you are attacked. MBS or SBS, your going to still rely on the minimap to see when the enemy is doing something. If your not looking at your army, a simple spacebar hit will take you straight to the action (In starcraft I dont even realise its happening anymore) so MBS wont make you miss the enemy movements anymore than SBS. As for making mistakes due to the SBS system, sure there will be more mistakes, but the mistakes themselves wont be anywhere near as damaging to the player.
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2007-12-25 12:16:45
December 25 2007 12:05 GMT
#60
double post
I'll call Nada.
lololol
Profile Joined February 2006
5198 Posts
December 25 2007 12:12 GMT
#61
Blizzcon games were locked to normal game speed, not on fastest, so unless what I read was wrong and it wasn't that way, these games prove absolutely nothing, playing SC1 on normal and drawing conclusions about the game has about the same weight as this, i.e. absolutely none.

It's pure idiocy to beleive that all the progamers click buildings slower than oov and that's the reason oov has scary macro. I doubt anyone that has any idea what he's talking about will argue with such idiocy and will try to prove obvious things.
I'll call Nada.
ForAdun
Profile Joined August 2007
Germany986 Posts
Last Edited: 2007-12-25 13:23:21
December 25 2007 13:20 GMT
#62
On December 25 2007 21:12 lololol wrote:
Blizzcon games were locked to normal game speed, not on fastest, so unless what I read was wrong and it wasn't that way, these games prove absolutely nothing, playing SC1 on normal and drawing conclusions about the game has about the same weight as this, i.e. absolutely none.


The thing is that the SC gamers who've tested the SC2 Alpha didn't say "I had some free seconds in the game" they said "I had about zero to do after managing my units". That shouldn't be the case even on normal speed (5), because it is only 2 steps away from fastest speed (7). The percental difference between these two settings is ~28%. That means that if on speed 5 they had moments of complete inactivity they will surely have free seconds on speed 7.

It's pure idiocy to beleive that all the progamers click buildings slower than oov and that's the reason oov has scary macro. I doubt anyone that has any idea what he's talking about will argue with such idiocy and will try to prove obvious things.


First of all: don't call anybody here an idiot. The only thing you get from that is less respect.

It is absolutely not idiotic to believe that oov produces units faster because of his hand/finger-speed. We can still see games where he overpowers his opponents with sheer masses. Just watch recent VOD's.
This also says something about styles. In SC2 exists a macro-heavy style. It is there because there is no MBS and no automining. A player who focuses on managing bases will always produce units more effectively and in bigger numbers than a player who focuses on managing units. In SC the difference can be huge, it can create such an imbalance that the players completely lose their timings. That imbalance comes from individual playing styles, so it is a good imbalance because it makes the games more exciting to watch. With more focuse on unit-management in SC2 - as it will be the case if MBS and automining stay in the game - there will also be less individual playing styles, we can safely say that in that case the game would not be as exciting as it could be.
Motiva
Profile Joined November 2007
United States1774 Posts
December 25 2007 18:49 GMT
#63
On December 25 2007 09:55 ForAdun wrote:
Show nested quote +
On December 24 2007 10:04 Motiva wrote:
MBS simply reduces the stress on the keyboard oriented skill set. Does this make the game easier? Maybe for the person who had 4 fingers and has spent an equal amount of time practicing as a 5 fingered person.


The last sentence says that "MBS maybe makes the game easier for the person who had 4 fingers".
Why can't we just leave out the 'maybe'? I think this is alright because if that wasn't your opinion you would not have said it, right?
I'll reduce that to "MBS easens the game for handicapped persons".
I think everyone here agrees to me that a 4-fingered person is weaker than a 5-fingered person if both their fingers are equally skilled, so I consider the 4-fingered person to be weaker.
Should be fine then if I translate that into "MBS easens the game for weaker players".

I've obviously reduced your statement a bit, but your original message is still there, correct? And this is where I found you saying that MBS makes the game easier.

Feel free to claim that my argumentation is that of a child but I already see you having a hard time to refute it.



lol. The logical jump from generalizing a handicapped person to a weaker person is alittle ridiculous, but that's fine. It works. However in the debate of whether or not MBS should be included or not in th e final product, I don't think it holds much ground.

We're trying to debate on this forum essential whether or not SBS is a central and required feature to maintain the feel, balance and elegance of what we know as competitive starcraft. The point of my argument was to state that yes it is very easy to point out that MBS does make aspects easier. The whole point is that making a few aspects easier does not necessarily make the competitive level any lesser as long as the game retains elements that still make it more challenging than can be perfected...

I think you've been missing the point of my posts (I could be mistaken) by resorting to this whole easier = worse argument. Sure we want the game to maintain a certain level of difficulty even if easier doesn't make the game less competitive or challenging.

Quake 3 still has a very strong competitive level. This is due to exploiting the resources of the maps, having superb twitch aim and ect. The game does not require anywhere near the same skill sets required by SBS and yet the game still maintains an e-sports status and people do well playing it. Not as well as starcraft simply because of the Korean culture and the like. I say this not as a fan of Quake 3 but of Starcraft. Anyone can play Quake 3 and have the same APM as Fatal1ty yet he'd rape them 20-0.

Would you say that Chess is less competitive? no, not competitive. Easier to play competitively? Maybe... You obviously won't rape for some long time Chess only requires mastery of a few skillsets while Starcraft takes the majority of those skillsets and adds reaction time, multitasking, 150+APM requirements and any and everything else real time encompasses. The question is -- Does reducing that required APM during certain APM intensive seconds ruin the competitive level of the game? Obviously not. It might reduce the strain on the SBS required skillsets. So the way I see it is that if you're arguing against MBS then you are arguing that it is the SBS skillset that makes Starcraft so competitive. You're arguing that the removal of the strain on this skillset would not result in that "strain" being transfered to other skill sets and players would just play less intense partially idle games. Please think.

lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2007-12-25 19:34:24
December 25 2007 19:13 GMT
#64
The difference between normal and fastest in SC:BW is 65.(3)%, which is more than double than 28%, so you're just talking out of your ass as normal.

What's funny is that you can't even compherend, that the total available time decreases, not just the idle time by percentage, if you need 50 seconds to do all the things required in 60 seconds of game time, when the game speed increases by 2/3 the total available time decreases to 36(60% of 60), you won't have 6 seconds(60% of 10) of idle time, you'll be 14 seconds behind. I hope that this isn't too complex math for you, but hope is only hope.

It's also quite obvious that oov doesn't have double the APM of the average progamer, he's about average, so he obviously isn't faster and everyone that has any idea about the game can confirm that macro is not about clicking buildings faster then the opponent, it's about proper timing and time management.

And I could care less about respect from someone who is always talking out of his ass and requires obvious things explained especially to him and if noone decides to waste his time explaining the obvious to some random nobody, he then declares himself right and the obvious wrong, because nobody bothered to prove it especially and only for him.

And no, you won't get respect for acting like an ass. The multiple warnings sadly didn't make you understand that.

I'm done stating the obvious, but you're free to make up some BS as always.
I'll call Nada.
Zanno
Profile Blog Joined February 2007
United States1484 Posts
Last Edited: 2007-12-25 20:25:07
December 25 2007 20:23 GMT
#65
Slightly on topic with the whole oov factor, another important thing to take into consideration is that, regardless of whether or not you hate them, the AOE series has MBS and yet they are still nearly PURELY macro based games. If you, and I mean you, ForAdun, can't see that there are more skillsets involved in macro than purely the art of fast clicking then seriously, you might have some nice mechanics but I imagine you have some extremely poor game sense.
aaaaa
Wraithlin
Profile Joined October 2007
United Kingdom50 Posts
December 27 2007 18:10 GMT
#66
My 2c.
MBS will make the game easier in the same way multi unit queues make the game easier; they will reduce the number of actions and attention required to play the game, but spending that time will raise the level of your play.

Beginners will queue lots of units because their macro isnt at a level where they can return every time units compete construction; in the same way they will use MBS. Everyone on this board is aware why you would not queue units in a barracks and the same arguements express why you would not build using MBS if your ability was high enough.

Do pro-MBS people really belive that the player who lets 1000 minerals accrue so that he can MBS his 10 gateways to produce one type of unit has an advantage over the person who SBS's his gateways out of choice to produce a balanced army without letting a mass of resources accrue ?
BlackSphinx
Profile Joined November 2007
Canada317 Posts
December 27 2007 21:40 GMT
#67
On December 28 2007 03:10 Wraithlin wrote:
Do pro-MBS people really belive that the player who lets 1000 minerals accrue so that he can MBS his 10 gateways to produce one type of unit has an advantage over the person who SBS's his gateways out of choice to produce a balanced army without letting a mass of resources accrue ?


I think you meant "Anti-MBS" as the 2nd word of your 1st sentence, but I agree. The requirements of building a balanced army will offset MBS advantages.

It just won't be a factor as much as smartcasting, heavy unit selection and such.
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
Last Edited: 2007-12-27 22:31:50
December 27 2007 22:30 GMT
#68
How does MBS force you to wait for 1000 minerals and produce an imbalanced army of the same unit?

You people are acting that MBS can't be used skillfully. Do you really think a progamer will be using MBS the most stupid way possible?

And actually, it will be better to produce 30 carriers with two clicks while you aren't even looking so you have a lot of left over time to micro/expand/whatever then spending all that time to produce 6 zealots & 8 Stalkers, 3 High Templar manually.
Wraithlin
Profile Joined October 2007
United Kingdom50 Posts
Last Edited: 2007-12-28 00:44:05
December 28 2007 00:38 GMT
#69
And you are behaving like MBS will play the game for you while simultaineously curing cancer.

MBS does just one thing and one thing only, it lets you select multiple buildings at once and issue them all the same command. Therefore to use MBS to build units you require enough resources to build the unit at every production buildings and you MUST build the same unit from every building.

So in your example to build 30 carriers in 2 clicks would require you to wait until you had the 6000 minerals and 6000 gass before you built anything. Sound like such a good idea now does it ? Of course it does not.

The arguments about MBs make alot of assumptions, alot, most of which are almost certainly wrong. But the most important assumption, which is completely unfounded is that MBS will be equally as powerful as SBS; this is the same as assuming that being able to queue 10 units in one go is the same as buiding 10 units individually by returning to the gateway as each is produced.

Simply put, as long as there is an advantage to SBS over MBS, in the same way there is an advantage to building units individually rather than queueing 10 at one building and forgetting about it, then ALL the anti-MBS arguements are mute and defunct; because the very best players will still use SBS to gain whatever advantage it gives them.
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
Last Edited: 2007-12-28 00:58:00
December 28 2007 00:52 GMT
#70
If MBS is in the game you will always be using MBS. You will always be building multiples of the same unit. And MBS will significantly reduce the amount of actions needed. Not using MBS is like not using hotkeys; noobish.

This is what I said before.

And you don't need a certain amount of minerals to use MBS. If you have less it just doesn't build units in all buildings you selected.

And even MBS used in the most stupid way is better than SBS under certain circumstances, as I describes as well.

Why don't you look at how much minerals you generate if you have to micro for 15 seconds while mining from 4/5 bases?

With MBS you can build all-round units with all your buildings. Yes, not the best unit mix. But you can build them while microing and it only requites a '5s' to build 14 stalkers. Not to mention this will prevent you from queuing up several units in one gateway while another one is available. Just spam 5s every once in a while while microing and you will be producing Stalkers with perfect macro.
Your SBS opponent will have to go back to his base and select and order each individual production building. He can get the optimum unit mixture. But his units will arrive 15 second late.

I rather have a poor mix of units than no units at all. But you can just as easily spam '5s' first, and then '6z7i' later. This does give you a decent unit mix if you have the correct number of gateways under each key. All this while looking at your units fighting. As you say; you won't have the resources to fill all your gateways at once.
Wraithlin
Profile Joined October 2007
United Kingdom50 Posts
December 28 2007 01:14 GMT
#71
On December 28 2007 09:52 BlackStar wrote:
If MBS is in the game you will always be using MBS.

Not if there is advantage to using SBS over MBS.


And even MBS used in the most stupid way is better than SBS under certain circumstances, as I describes as well.

Name them


Why don't you look at how much minerals you generate if you have to micro for 15 seconds while mining from 4/5 bases?

How many games are you playing where you mine from 5 bases simultaineously ?


With MBS you can build all-round units with all your buildings. Yes, not the best unit mix. But you can build them while microing and it only requites a '5s' to build 14 stalkers.

...

Your SBS opponent will have to go back to his base and select and order each individual production building. He can get the optimum unit mixture. But his units will arrive 15 second late.

Wait, it takes you 15seconds to queue units from 14 gateways...


I do have one question which I have not seen anyone answer but alot of people seem to be assuming:
Is there any evidence that MBS is smart and will queue units in an unused gateway over a gateway already in use ?
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
December 28 2007 01:23 GMT
#72
On December 28 2007 10:14 Wraithlin wrote:
Not if there is advantage to using SBS over MBS.


Do you really think they will add MBS but then make units build with MBS cost more resources?



Name them


It's really simple. MBS let's you build units with two actions from as many production buildings as you have. The later in the game, the more powerful MBS since more units are build with the same effort. Let's say the unit cap is 1000 and the maps are 10 times the size. Now they won't. But now maybe it's clear even for you to see MBS used stupidly can be better than SBS used in the most intelligent way possible.


How many games are you playing where you mine from 5 bases simultaineously?


I play three at once? No really, is this a joke?



Wait, it takes you 15seconds to queue units from 14 gateways...


No. You didn't read properly. You can't build from 14 gateways while microing a fight with SBS. You can with MBS. He will build during the fight. You will build after the fight. Also, this is in game time. So it's off because you play at fastest.


Is there any evidence that MBS is smart and will queue units in an unused gateway over a gateway already in use ?


Ask people that played at Blizzcon. Seems odd to me that Blizzard would implement MBS because it's good and then nerf it by making it stupid because a 'good' MBS is bad.
1esu
Profile Joined April 2007
United States303 Posts
December 28 2007 01:24 GMT
#73
WC3 started off having MBS queue units from the first building selected in the group, regardless of whether it was in use or not, but was later patched to automatically select unused buildings before buildings already in use. I think it's all right to assume that SC2's MBS will at least initially be the latter version, as they don't want to make it too difficult for the WC3 players to transition.

I want to comment on the rest of the debate, but simply don't have the time right now.
MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
December 28 2007 01:53 GMT
#74
i'm sick of reading comments by people who claim that MBS wont really dumb down the skill level of the game. A large portion of Starcraft is macro. with mbs automining and other features that let the computer play for you we lose this portion of SC--a part that helped keep SC comeptitive. Now dumbly asserting that we can focus on other things is stupid. Progamers have already proven they can play near perfect games, lowering the bar doesn't help with that. What else are they going to focus on? Micro?... micro is already MUCH easier with smartcasting and unlimited selection.

Bottom line is that overall SC2 is easier on every front when compared to SC. If you think there are other things that will occupy their time i highly suggest you prove what those are. And saying 'strategy' can now be focused on is illogical because progamers and other SCers can already do that. If you want a competitive game then you shouldn't want MBS automining and smartcasting. It's that simple.
Follow me on twitter: CallMeTasteless
Markus
Profile Joined August 2007
Canada11 Posts
Last Edited: 2007-12-28 06:33:55
December 28 2007 06:32 GMT
#75
On December 28 2007 10:53 MyLostTemple wrote:
Bottom line is that overall SC2 is easier on every front when compared to SC. If you think there are other things that will occupy their time i highly suggest you prove what those are. And saying 'strategy' can now be focused on is illogical because progamers and other SCers can already do that. If you want a competitive game then you shouldn't want MBS automining and smartcasting. It's that simple.


Age of Empires 2 had a MBS. And trust me 80% of your time was attacking on multiple fronts, selecting 6-8 groups of skirms/other units and clicking on an enemy skirm/other unit to 1 hit it/kill it as fast as possible. The better you were the more groups you could micro and the more kills you'd get each volley. Whoever could micro their units better, kept units away from their counter better, would win. The other 20% of the time was macro'ing your eco/keeping steady military production, but you still needed to macro your ass off. Age2 without a MBS would have been much worse in my opinion as you would have to spend much much more time macro'ing and less time on your military, basically attack-moving and not micro'ing as much in most battles, and definately not fighting on multiple fronts you'd be forced into 1 big army vs 1 big army battles.

I'm sick of reading comments by people who probably have not played any other RTS game competitively, make comments on a game they have never played yet. They talk like they know RTS's inside and out, when they've probably never played anything else, and generally think they are superior to everyone else because theres a competitive scene in a country they probably do not live in and a scene they probably do not participate in other than as a spectator.

Btw, unlimited unit selection would have done _nothing_ to the competitive scene of Age. In age your units die so fast, and you have units all over the map so much, being able to group them all into 1 group would have been meaningless. If they make SC2 like WC3 though thats a different story. But you cannot tell how it will affect gameplay until you see it. So stop commenting on MBS, unlimited unit selection, and anything else until the game comes out.
All-In!!!!
Motiva
Profile Joined November 2007
United States1774 Posts
Last Edited: 2007-12-28 12:30:35
December 28 2007 11:23 GMT
#76
On December 28 2007 10:53 MyLostTemple wrote:
i'm sick of reading comments by people who claim that MBS wont really dumb down the skill level of the game. A large portion of Starcraft is macro. with mbs automining and other features that let the computer play for you we lose this portion of SC--a part that helped keep SC comeptitive. Now dumbly asserting that we can focus on other things is stupid. Progamers have already proven they can play near perfect games, lowering the bar doesn't help with that. What else are they going to focus on? Micro?... micro is already MUCH easier with smartcasting and unlimited selection.

Bottom line is that overall SC2 is easier on every front when compared to SC. If you think there are other things that will occupy their time i highly suggest you prove what those are. And saying 'strategy' can now be focused on is illogical because progamers and other SCers can already do that. If you want a competitive game then you shouldn't want MBS automining and smartcasting. It's that simple.


Well... First off this isn't about automining or any of the other features, and using them to support your MBS argument is irrelevant, and please stay on topic if your going to be derogatory in your argumentation.

Not only is stating that "dumbly asserting that we can focus on other things is stupid" redundant it's also largely unfounded. You can't prove that, How do you know that the new nomad won't require 124 more clicks than the science vessal in an average minute? You can't. I don't think it will, nor do i believe anything thinks such. You simply can't prove it. So please don't spam anymore. It's also not very polite to redundantly call peoples speculations on a debatable topic stupid or dumb especially when you don't state any facts to support your claim. You simply state this is how it is and if you disagree you don't know anything. You yourself don't know anything about Competitive starcraft 2. It doesn't even exist yet (however I got money saying you'll reply to this saying you know something about a different game called Starcraft 1. A game of which you are extremely familiar with). Does that mean that to create a corrolation is folly? Certainly not. But does it provide factual evidence? Certainly not..

as for
Progamers have already proven they can play near perfect games, lowering the bar doesn't help with that


I've never seen a Starcraft 2 tourny? I didn't know there were pros already. But since we're attempting to create a bullshit corrolation to Starcraft. I'll merit this. Can you tell me how high the bar is? Not the bar of any particular player, but the closest to perfection that can be achieved in a 30 minute game perhaps? Not definitively. So how can you gauge the bar to be lower? Because you have a preconception of where the bar is and the effects of something you have no experience with in a game you haven't played. Make sense?

Also, I feel that there is a hole in your logic. Let me explain. I'll use a number scale to help conceptualize this abstraction. Lets say the perfect game of Starcraft as played by a God-Machine of the utmost perfection is rated as a 100. Lets say (accuracy for this number isn't too relevant and is not to be debated as it'd be vain) the best starcraft human in the world plays about an 85 on this scale. With MBS the machine still maintains a 100 as perfection cannot be perfected. By your logic the human would then have a rating of 100(perfect is perfect after all). But i don't think you meant true perfection, So lets say with MBS the pro gamer jump to 95.

I could articulate it differently to where the numbers go down since the 100 represents the bar. I'd rather keep the round numbers and have the average of skill raise. There is not really a difference in my view, the point values simply change.

Now from the perspective of those that feel that MBS will not greatly lower the bar because of numerous reason (SBS isn't really that hard, more time to do even more difficult things on multiple fronts, micro ect ect ect) The example might look something like this

Pre MBS:
Machine 100
Top Pro 85

Now with the implementation of MBS
Machine 100
Top Pro 87

(Edit: If you're arguing that a very very miniscule difference in the overall playstyle of the game makes it less competitive. I would like to see a nice concise formulation of the argument that is valid.)(I say playstyle because it's not like MBS generates an advantage for either player)
Why? Because if you're a top pro SBS does not take up very much of your time, nor is it very difficult. Also if your a top pro you should be talented enough to use the few seconds of very little of your time that was absorbed by SBS to find a way to generate any other sort of advantage over your opponent.

I would be surprised if anyone would argue that any human ever in the future or past could beat this computer, how can perfection be beaten?

Some of your argumentation seems like you believe that the current starcraft pros are already like the Theoretical machine i'm talking about. If that's true then your saying that no time in the future could someone play better than they are playing now, you're also saying that we should see no more variation in the game. I've never heard of true perfection varying. (I'm interested in being enlightened on that part though) On those grounds too these "perfect humans" should have no problem adapting to A non MBS environment.

You're not arguing that they're only so "near perfect" right now because of SBS are you? I would think it would be any and all of the other countless facets of the game. Let's try not to become bias in our oversimplifications please.

Essentially: Are Anti-MBS players arguing that a machine that played starcraft to perfection would have no change in his play because of the few seconds per game made available? That doesn't sound very perfect to me.


Bottom line is that overall SC2 is easier on every front when compared to SC.

First. Prove it. Second. PM me and I'll make a generous offer for a copy of your copy of Starcraft 2 since you seem to have a copy. How else would you have such information? OH! Speculation. My bad.

as for
If you think there are other things that will occupy their time i highly suggest you prove what those are.


Well... I'll talk out of my ass a little just to humor you.

New unit abilities (Ever think that perhaps abilities could be time intensive? Nomad comes to mind. Just a bullshit idea i'm spewing)

New Terrain mechanics allow for new tactics and strategies which could or not could be more time intensive (as this requires you to split up your army it could allow for multiple fronts to occur a lot more frequenty which for sufficient micro would indeed require more time)

Now to call on me to prove these things is like me calling on you to explain the more techincal details of the effects and needs of balancing psi storm with smartcasting in conjunction with the balance of the rest of the protoss force. It can't be done with our information so lets try not to lie. I'm simply making an attempt at humoring you and this entire section of my reply isn't part of the point.

And saying 'strategy' can now be focused on is illogical because progamers and other SCers can already do that.


You heard it here first people! There is no more room for strategic improvement within Starcraft. Or wait... What?


And now just because this is what I think should be written:
If you want a competitive game then you shouldn't want MBS automining and smartcasting. It's that simple.


If you want a competitive game that's a true sequel to starcraft, yet not identical. In your ignorance you should prolly maintain an Anti-Automining and Anti-Smartcasting stance. It's not so simple.
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
December 28 2007 11:38 GMT
#77
Motiva, please stop deliberately misinterpreting him and making straw man arguments. It's annoying.
Motiva
Profile Joined November 2007
United States1774 Posts
December 28 2007 11:40 GMT
#78
On December 28 2007 09:52 BlackStar wrote:

With MBS you can build all-round units with all your buildings. Yes, not the best unit mix. But you can build them while microing and it only requites a '5s' to build 14 stalkers. Not to mention this will prevent you from queuing up several units in one gateway while another one is available. Just spam 5s every once in a while while microing and you will be producing Stalkers with perfect macro.
Your SBS opponent will have to go back to his base and select and order each individual production building. He can get the optimum unit mixture. But his units will arrive 15 second late.


And the better player instead of hotkeying all 14 to 1 building hotkeys them across 3-4 and gets a better unit distribution than you and beats you. And even if he doesn't but still uses MBS, what advantage do you gain that your economy didn't provide?
Motiva
Profile Joined November 2007
United States1774 Posts
Last Edited: 2007-12-28 12:27:12
December 28 2007 11:49 GMT
#79
On December 28 2007 20:38 BlackStar wrote:
Motiva, please stop deliberately misinterpreting him and making straw man arguments. It's annoying.


Hmmm I see no misinterpretion? The closest to that would be if you cite a few uses of the word perfect which perhaps should have been "near perfect"

or should I say:

Blackstar please stop accusing me of things i'm not intending to do without citing your reasoning.

Or perhaps I should have just replied the same reply to his post as his post was this thread.

"I'm sick of people saying MBS is bad and if you disagree you're wrong. This is ridiculous and anyone who thinks otherwise is mistaken and should use their brain."


EDIT: Also, could you cite which arguments were Straw Man arguments? I did no misrepresent him whatsoever. I may have made a mistake or two, but his entire post is at the top of my post just incase someone views my quotes to be out of context and unfair. The closest thing I've used to a Straw Man argument against Tasteless would be in the previous thread on whether or not SBS is easy for pros or not. That wasn't a fallacy though so there was no Straw Man Argument. I beg you to explain yourself for it is quite late my time, and I could be very mistaken. If that is the case I shall apologize and continue the debate on other grounds.

I do however have a feeling that your really just referring to my sarcastic tone in the thread above. That is simply because of my lack of patience with the redundancy of the post I am replying to. The majority of what you might be interpretting as a Straw Man argument is really irrelevant to the topic and is an attempt by me to indirectly and perhaps haughtily tell him that I found the quality of his post to be lacking due to his word choice, conceptual constructs and logic. The majority of it doesn't prove my points.

Using someone's own words to prove the opposite of their point does not make it a straw man argument unless I am misrepresenting his words. I don't think I even came close to misrepresenting him however, perhaps I came close to being rude though. I was simply attempting to take his points and show him that they don't prove anything productive to his perspective.

In essence perhaps I should have really written:

1)"You're not arguing that they're only so "near perfect" right now because of SBS are you? Auto-Mine and Smartcasting are off-topic."

2) Can really say they're near perfect? Saying they're near perfect is saying that Starcraft is near the end of evolution in Metagame, Playstyle, Multitasking, APM, and every single other facet of the game are "near perfect".
Showtime!
Profile Joined November 2007
Canada2938 Posts
December 28 2007 12:54 GMT
#80
HEWP!

I'm surrounded by a crowd of blundering idiots.

You people go around in more circles than NASCAR. It is kind of sad and the amount of speculation and theorycrafting is ridiculous for things you know nothing about: "'PRO' DEBATERS!" ROFL.

We aren't laughing with you; we're laughing at you. Keep it going though I find you highly entertaining.

BONG!
Mini skirt season is right around the corner. ☻
MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
December 28 2007 18:41 GMT
#81
On December 28 2007 15:32 Markus wrote:
Show nested quote +
On December 28 2007 10:53 MyLostTemple wrote:
Bottom line is that overall SC2 is easier on every front when compared to SC. If you think there are other things that will occupy their time i highly suggest you prove what those are. And saying 'strategy' can now be focused on is illogical because progamers and other SCers can already do that. If you want a competitive game then you shouldn't want MBS automining and smartcasting. It's that simple.


Age of Empires 2 had a MBS. And trust me 80% of your time was attacking on multiple fronts, selecting 6-8 groups of skirms/other units and clicking on an enemy skirm/other unit to 1 hit it/kill it as fast as possible. The better you were the more groups you could micro and the more kills you'd get each volley. Whoever could micro their units better, kept units away from their counter better, would win. The other 20% of the time was macro'ing your eco/keeping steady military production, but you still needed to macro your ass off. Age2 without a MBS would have been much worse in my opinion as you would have to spend much much more time macro'ing and less time on your military, basically attack-moving and not micro'ing as much in most battles, and definately not fighting on multiple fronts you'd be forced into 1 big army vs 1 big army battles.

I'm sick of reading comments by people who probably have not played any other RTS game competitively, make comments on a game they have never played yet. They talk like they know RTS's inside and out, when they've probably never played anything else, and generally think they are superior to everyone else because theres a competitive scene in a country they probably do not live in and a scene they probably do not participate in other than as a spectator.

Btw, unlimited unit selection would have done _nothing_ to the competitive scene of Age. In age your units die so fast, and you have units all over the map so much, being able to group them all into 1 group would have been meaningless. If they make SC2 like WC3 though thats a different story. But you cannot tell how it will affect gameplay until you see it. So stop commenting on MBS, unlimited unit selection, and anything else until the game comes out.


Since age of empires is far from a successful spectator sport and has had very short lived esport scenes as each new age game comes out; i have a hard time buying that we need to follow in it's foot steps or why we're even bringing it up at all when we talk about SC2.

i have played many rts games and i know which one is the best for competitive play... it's starcraft because of all the features that keep it competitive. MBS will, by no means, cause more battles on multiple fronts. granted a newbie can now pick up the game more easily, MBS simply dumbs the game down for progamers and makes the skill ceiling lower. that's a problem.
Follow me on twitter: CallMeTasteless
MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
December 28 2007 19:07 GMT
#82
On December 28 2007 20:23 Motiva wrote:
Show nested quote +
On December 28 2007 10:53 MyLostTemple wrote:
i'm sick of reading comments by people who claim that MBS wont really dumb down the skill level of the game. A large portion of Starcraft is macro. with mbs automining and other features that let the computer play for you we lose this portion of SC--a part that helped keep SC comeptitive. Now dumbly asserting that we can focus on other things is stupid. Progamers have already proven they can play near perfect games, lowering the bar doesn't help with that. What else are they going to focus on? Micro?... micro is already MUCH easier with smartcasting and unlimited selection.

Bottom line is that overall SC2 is easier on every front when compared to SC. If you think there are other things that will occupy their time i highly suggest you prove what those are. And saying 'strategy' can now be focused on is illogical because progamers and other SCers can already do that. If you want a competitive game then you shouldn't want MBS automining and smartcasting. It's that simple.


Well... First off this isn't about automining or any of the other features, and using them to support your MBS argument is irrelevant, and please stay on topic if your going to be derogatory in your argumentation.

Not only is stating that "dumbly asserting that we can focus on other things is stupid" redundant it's also largely unfounded. You can't prove that, How do you know that the new nomad won't require 124 more clicks than the science vessal in an average minute? You can't. I don't think it will, nor do i believe anything thinks such. You simply can't prove it. So please don't spam anymore. It's also not very polite to redundantly call peoples speculations on a debatable topic stupid or dumb especially when you don't state any facts to support your claim. You simply state this is how it is and if you disagree you don't know anything. You yourself don't know anything about Competitive starcraft 2. It doesn't even exist yet (however I got money saying you'll reply to this saying you know something about a different game called Starcraft 1. A game of which you are extremely familiar with). Does that mean that to create a corrolation is folly? Certainly not. But does it provide factual evidence? Certainly not..

as for
Show nested quote +
Progamers have already proven they can play near perfect games, lowering the bar doesn't help with that


I've never seen a Starcraft 2 tourny? I didn't know there were pros already. But since we're attempting to create a bullshit corrolation to Starcraft. I'll merit this. Can you tell me how high the bar is? Not the bar of any particular player, but the closest to perfection that can be achieved in a 30 minute game perhaps? Not definitively. So how can you gauge the bar to be lower? Because you have a preconception of where the bar is and the effects of something you have no experience with in a game you haven't played. Make sense?

Also, I feel that there is a hole in your logic. Let me explain. I'll use a number scale to help conceptualize this abstraction. Lets say the perfect game of Starcraft as played by a God-Machine of the utmost perfection is rated as a 100. Lets say (accuracy for this number isn't too relevant and is not to be debated as it'd be vain) the best starcraft human in the world plays about an 85 on this scale. With MBS the machine still maintains a 100 as perfection cannot be perfected. By your logic the human would then have a rating of 100(perfect is perfect after all). But i don't think you meant true perfection, So lets say with MBS the pro gamer jump to 95.

I could articulate it differently to where the numbers go down since the 100 represents the bar. I'd rather keep the round numbers and have the average of skill raise. There is not really a difference in my view, the point values simply change.

Now from the perspective of those that feel that MBS will not greatly lower the bar because of numerous reason (SBS isn't really that hard, more time to do even more difficult things on multiple fronts, micro ect ect ect) The example might look something like this

Pre MBS:
Machine 100
Top Pro 85

Now with the implementation of MBS
Machine 100
Top Pro 87

(Edit: If you're arguing that a very very miniscule difference in the overall playstyle of the game makes it less competitive. I would like to see a nice concise formulation of the argument that is valid.)(I say playstyle because it's not like MBS generates an advantage for either player)
Why? Because if you're a top pro SBS does not take up very much of your time, nor is it very difficult. Also if your a top pro you should be talented enough to use the few seconds of very little of your time that was absorbed by SBS to find a way to generate any other sort of advantage over your opponent.

I would be surprised if anyone would argue that any human ever in the future or past could beat this computer, how can perfection be beaten?

Some of your argumentation seems like you believe that the current starcraft pros are already like the Theoretical machine i'm talking about. If that's true then your saying that no time in the future could someone play better than they are playing now, you're also saying that we should see no more variation in the game. I've never heard of true perfection varying. (I'm interested in being enlightened on that part though) On those grounds too these "perfect humans" should have no problem adapting to A non MBS environment.

You're not arguing that they're only so "near perfect" right now because of SBS are you? I would think it would be any and all of the other countless facets of the game. Let's try not to become bias in our oversimplifications please.

Essentially: Are Anti-MBS players arguing that a machine that played starcraft to perfection would have no change in his play because of the few seconds per game made available? That doesn't sound very perfect to me.


Show nested quote +
Bottom line is that overall SC2 is easier on every front when compared to SC.

First. Prove it. Second. PM me and I'll make a generous offer for a copy of your copy of Starcraft 2 since you seem to have a copy. How else would you have such information? OH! Speculation. My bad.

as for
Show nested quote +
If you think there are other things that will occupy their time i highly suggest you prove what those are.


Well... I'll talk out of my ass a little just to humor you.

New unit abilities (Ever think that perhaps abilities could be time intensive? Nomad comes to mind. Just a bullshit idea i'm spewing)

New Terrain mechanics allow for new tactics and strategies which could or not could be more time intensive (as this requires you to split up your army it could allow for multiple fronts to occur a lot more frequenty which for sufficient micro would indeed require more time)

Now to call on me to prove these things is like me calling on you to explain the more techincal details of the effects and needs of balancing psi storm with smartcasting in conjunction with the balance of the rest of the protoss force. It can't be done with our information so lets try not to lie. I'm simply making an attempt at humoring you and this entire section of my reply isn't part of the point.

Show nested quote +
And saying 'strategy' can now be focused on is illogical because progamers and other SCers can already do that.


You heard it here first people! There is no more room for strategic improvement within Starcraft. Or wait... What?


And now just because this is what I think should be written:
Show nested quote +
If you want a competitive game then you shouldn't want MBS automining and smartcasting. It's that simple.


If you want a competitive game that's a true sequel to starcraft, yet not identical. In your ignorance you should prolly maintain an Anti-Automining and Anti-Smartcasting stance. It's not so simple.


....

i already played sc2 at blizzcon. i was given a private showing of it with testie and some other people who were invited to be there by blizzard. i played for hours the first day and continued to play as the event progressed. if your so ill informed about the progression of SC2 you don't even know people have played it yet i'm surprised you'd even bother to post in this thread. anyways, the game is very VERY similar to SC1. basically SC2 is a face lift from SC. They've improved the graphics and added new units while removing less used ones. The game looks great and it will obviously be very successful. The only element that needs fixing is the interface.

You can do many of the same builds you could do in the original SC. For instance i opened up with a 10/12 gate one game, then teched to to my cyber core (it has another name in sc2) and upgraded blink since that has replaced the dragoon range upgrade. I then went 3 gate stalker rush w/ blink. Unfortunately the computer was playing most of the macro game for me with auto mining, MBS and other stuff.

This brings me to my next point: MBS is only one factor in a big chunk of newbifications that will greatly damage the competitive element of SC2. Do not box up my argument since my emphasis still adheres to the thread guidelines. All of these must be dealt with: MBS, Automing, smartcasting.

Also, you can figure out how close to prefection a gamer has reached in a game by following his macro, basic strategic decisions and margin of errors in micro. For instance when i watched OOv play he macroed almost perfectly, never missing an scv or a depot. At the same time he managed to have nearly perfect micro and his builds were very good. With features like MBS the skill ceiling will be lowered and since blizzard has done nothing to replace the macro aspect of the game i can easily argue that SC2 will be a watered down easier version of SC.

I'm not going to engage your bogus imaginary number diagram which claims to prove how MBS won't damage the competitive scene. please don't make stuff up, it makes you look bad.
Follow me on twitter: CallMeTasteless
Motiva
Profile Joined November 2007
United States1774 Posts
Last Edited: 2007-12-28 21:05:30
December 28 2007 20:17 GMT
#83
On December 28 2007 21:54 Showtime! wrote:
HEWP!

I'm surrounded by a crowd of blundering idiots.

You people go around in more circles than NASCAR. It is kind of sad and the amount of speculation and theorycrafting is ridiculous for things you know nothing about: "'PRO' DEBATERS!" ROFL.

We aren't laughing with you; we're laughing at you. Keep it going though I find you highly entertaining.

BONG!


Thanks for the qualitative post. You're correct we shouldn't stay on topic and this should be a contest of the highest IQ, Starcraft Skill, and largest penis. Or you could just not troll. Regardless I'll wager I've got you covered 2 out of 3. Nice Spam though.

/spam.
Motiva
Profile Joined November 2007
United States1774 Posts
Last Edited: 2007-12-28 21:19:28
December 28 2007 21:01 GMT
#84
On December 29 2007 04:07 MyLostTemple wrote:
Show nested quote +
On December 28 2007 20:23 Motiva wrote:
On December 28 2007 10:53 MyLostTemple wrote:
i'm sick of reading comments by people who claim that MBS wont really dumb down the skill level of the game. A large portion of Starcraft is macro. with mbs automining and other features that let the computer play for you we lose this portion of SC--a part that helped keep SC comeptitive. Now dumbly asserting that we can focus on other things is stupid. Progamers have already proven they can play near perfect games, lowering the bar doesn't help with that. What else are they going to focus on? Micro?... micro is already MUCH easier with smartcasting and unlimited selection.

Bottom line is that overall SC2 is easier on every front when compared to SC. If you think there are other things that will occupy their time i highly suggest you prove what those are. And saying 'strategy' can now be focused on is illogical because progamers and other SCers can already do that. If you want a competitive game then you shouldn't want MBS automining and smartcasting. It's that simple.


Well... First off this isn't about automining or any of the other features, and using them to support your MBS argument is irrelevant, and please stay on topic if your going to be derogatory in your argumentation.

Not only is stating that "dumbly asserting that we can focus on other things is stupid" redundant it's also largely unfounded. You can't prove that, How do you know that the new nomad won't require 124 more clicks than the science vessal in an average minute? You can't. I don't think it will, nor do i believe anything thinks such. You simply can't prove it. So please don't spam anymore. It's also not very polite to redundantly call peoples speculations on a debatable topic stupid or dumb especially when you don't state any facts to support your claim. You simply state this is how it is and if you disagree you don't know anything. You yourself don't know anything about Competitive starcraft 2. It doesn't even exist yet (however I got money saying you'll reply to this saying you know something about a different game called Starcraft 1. A game of which you are extremely familiar with). Does that mean that to create a corrolation is folly? Certainly not. But does it provide factual evidence? Certainly not..

as for
Progamers have already proven they can play near perfect games, lowering the bar doesn't help with that


I've never seen a Starcraft 2 tourny? I didn't know there were pros already. But since we're attempting to create a bullshit corrolation to Starcraft. I'll merit this. Can you tell me how high the bar is? Not the bar of any particular player, but the closest to perfection that can be achieved in a 30 minute game perhaps? Not definitively. So how can you gauge the bar to be lower? Because you have a preconception of where the bar is and the effects of something you have no experience with in a game you haven't played. Make sense?

Also, I feel that there is a hole in your logic. Let me explain. I'll use a number scale to help conceptualize this abstraction. Lets say the perfect game of Starcraft as played by a God-Machine of the utmost perfection is rated as a 100. Lets say (accuracy for this number isn't too relevant and is not to be debated as it'd be vain) the best starcraft human in the world plays about an 85 on this scale. With MBS the machine still maintains a 100 as perfection cannot be perfected. By your logic the human would then have a rating of 100(perfect is perfect after all). But i don't think you meant true perfection, So lets say with MBS the pro gamer jump to 95.

I could articulate it differently to where the numbers go down since the 100 represents the bar. I'd rather keep the round numbers and have the average of skill raise. There is not really a difference in my view, the point values simply change.

Now from the perspective of those that feel that MBS will not greatly lower the bar because of numerous reason (SBS isn't really that hard, more time to do even more difficult things on multiple fronts, micro ect ect ect) The example might look something like this

Pre MBS:
Machine 100
Top Pro 85

Now with the implementation of MBS
Machine 100
Top Pro 87

(Edit: If you're arguing that a very very miniscule difference in the overall playstyle of the game makes it less competitive. I would like to see a nice concise formulation of the argument that is valid.)(I say playstyle because it's not like MBS generates an advantage for either player)
Why? Because if you're a top pro SBS does not take up very much of your time, nor is it very difficult. Also if your a top pro you should be talented enough to use the few seconds of very little of your time that was absorbed by SBS to find a way to generate any other sort of advantage over your opponent.

I would be surprised if anyone would argue that any human ever in the future or past could beat this computer, how can perfection be beaten?

Some of your argumentation seems like you believe that the current starcraft pros are already like the Theoretical machine i'm talking about. If that's true then your saying that no time in the future could someone play better than they are playing now, you're also saying that we should see no more variation in the game. I've never heard of true perfection varying. (I'm interested in being enlightened on that part though) On those grounds too these "perfect humans" should have no problem adapting to A non MBS environment.

You're not arguing that they're only so "near perfect" right now because of SBS are you? I would think it would be any and all of the other countless facets of the game. Let's try not to become bias in our oversimplifications please.

Essentially: Are Anti-MBS players arguing that a machine that played starcraft to perfection would have no change in his play because of the few seconds per game made available? That doesn't sound very perfect to me.


Bottom line is that overall SC2 is easier on every front when compared to SC.

First. Prove it. Second. PM me and I'll make a generous offer for a copy of your copy of Starcraft 2 since you seem to have a copy. How else would you have such information? OH! Speculation. My bad.

as for
If you think there are other things that will occupy their time i highly suggest you prove what those are.


Well... I'll talk out of my ass a little just to humor you.

New unit abilities (Ever think that perhaps abilities could be time intensive? Nomad comes to mind. Just a bullshit idea i'm spewing)

New Terrain mechanics allow for new tactics and strategies which could or not could be more time intensive (as this requires you to split up your army it could allow for multiple fronts to occur a lot more frequenty which for sufficient micro would indeed require more time)

Now to call on me to prove these things is like me calling on you to explain the more techincal details of the effects and needs of balancing psi storm with smartcasting in conjunction with the balance of the rest of the protoss force. It can't be done with our information so lets try not to lie. I'm simply making an attempt at humoring you and this entire section of my reply isn't part of the point.

And saying 'strategy' can now be focused on is illogical because progamers and other SCers can already do that.


You heard it here first people! There is no more room for strategic improvement within Starcraft. Or wait... What?


And now just because this is what I think should be written:
If you want a competitive game then you shouldn't want MBS automining and smartcasting. It's that simple.


If you want a competitive game that's a true sequel to starcraft, yet not identical. In your ignorance you should prolly maintain an Anti-Automining and Anti-Smartcasting stance. It's not so simple.


....

i already played sc2 at blizzcon. i was given a private showing of it with testie and some other people who were invited to be there by blizzard. i played for hours the first day and continued to play as the event progressed. if your so ill informed about the progression of SC2 you don't even know people have played it yet i'm surprised you'd even bother to post in this thread. anyways, the game is very VERY similar to SC1. basically SC2 is a face lift from SC. They've improved the graphics and added new units while removing less used ones. The game looks great and it will obviously be very successful. The only element that needs fixing is the interface.

You can do many of the same builds you could do in the original SC. For instance i opened up with a 10/12 gate one game, then teched to to my cyber core (it has another name in sc2) and upgraded blink since that has replaced the dragoon range upgrade. I then went 3 gate stalker rush w/ blink. Unfortunately the computer was playing most of the macro game for me with auto mining, MBS and other stuff.

This brings me to my next point: MBS is only one factor in a big chunk of newbifications that will greatly damage the competitive element of SC2. Do not box up my argument since my emphasis still adheres to the thread guidelines. All of these must be dealt with: MBS, Automing, smartcasting.

Also, you can figure out how close to prefection a gamer has reached in a game by following his macro, basic strategic decisions and margin of errors in micro. For instance when i watched OOv play he macroed almost perfectly, never missing an scv or a depot. At the same time he managed to have nearly perfect micro and his builds were very good. With features like MBS the skill ceiling will be lowered and since blizzard has done nothing to replace the macro aspect of the game i can easily argue that SC2 will be a watered down easier version of SC.

I'm not going to engage your bogus imaginary number diagram which claims to prove how MBS won't damage the competitive scene. please don't make stuff up, it makes you look bad.


Well first. Thank you for replying with a post that provides evidence for your statements as I nor do I think anyone else is willing to troll through the hundreds of pages of discussion just to cite some evidence for a few sentances.

Second. I am totally against Smartcasting and Automine so for me, those topics are irrelevant. I am simply trying to discuss the affects of MBS on the skill ceiling/competitive scene.

Were you on normal as well? Were you playing against another skilled player? I was interested in hearing what you had to say, and thanks for taking the time to say it.

I'm not even going to take the time to explain why i don't like smartcasting and automine because odds are they are the exact same reasons as you.

But You played a pre-alpha version of a game, and that may be enough to support your beliefs. In fact it is, however that doesn't make you necessarily right until the game comes out. And when talking with me Smarttrash and Autotrash are irrelevant, as I'm not for such automation features.

I feel how about the unlimited selection as I do with MBS. It really doesn't automate a whole lot, it simply makes certain aspects require fewer APM. Hell if your rich enough you can go buy a keyboard right now and assign macros that do things very very similar to MBS, and keyboards are only going to get better, more efficient drivers and setups to make setting macros that much easier... Are pro-gamers only allowed to use specific keyboards?

As for what you called a diagram that wasn't a diagram. It's entire purpose was to restate in another form my previous discussions of how Starcraft Pros do not play "near perfect" when put on a pedestal next to a theoretical machine that plays "truly perfect". If current starcraft pros are playing "near perfect" I was simply stating that they are also near the end of progressing in the game. As someone who plays "near perfect" obviously is also using the most optimal build or at least one that's very close.

I'm sure you'd agree that I did possibly did a poor job presenting such information in that manner. But you disagree with that logic?

I wish the majority of this thread was a lot more mature and thorough. What is the point in the constant recreation of this thread if it's going to just be a big circle jerk? Everyone in this thread has stated the same argument over and over again and rarely do you even get anyone who writes a rebuttal to an argument, even if the argument does have a very strong merit. Instead they just nit pick mistakes or ill logic in your post and ignore the true gems. That is no way to discuss something for the 500th times. Hopefully on the 501th time Anti-MBS players will put aside the other noobifications to the game and see the merit in the possibility of not so much negativity within MBS. I'd say the same to the majority of Pro-MBS users but I don't feel the majority of their arguments hold real merit because they're usually missing some sort of aspect.

Can you understand where i'm coming from or are you just sitting their going HAHA this guy is a moron I played a Pre-Alpha version and i know better?

Eh theres plenty more to say to provide a really thorough discussion on everything you say, but in short: The game is still young, hopefully they'll take automine and smartcast out and allow people to test MBS in a more competitive setting... Regardless the true time for this discussion would be early beta late alpha.

EDIT: In the previous thread -- My posts which you most likely did not read -- I clearly state that I could give a fuck if MBS is or is not within the game. It is, cool I lose nothing. It is not, Cool I have a huge advantage over those that didn't play a lot of SC1. I am taking a stance simply because I feel the majority of people supporting it don't know what they're talking about, and the one or two on here that do (no names ) usually don't articulate it well enough or provide examples that leave gapping holes. This doesn't make me an idiot, it could make me wrong but this isn't even a game, theres no score. I doesn't matter if I'm wrong. You don't even know who I am. Regardless, I have a feeling I'm done debating this simply because I've already said everything in every post I've provided here in a previous thread, and I've done nothing but really get the same reply over and over again just so I can restate the same thing and make a mistake and then get the same reply, but this time citing my mistake. I could in turn turn around and do the same thing (again). But rather I'll just ask you to view MBS as something seperate and similar to the autoselection.

Don't you think once a real metagame has formed, and the balance is better unit distribution will be a bit more relevant.(IE: Hopefully mid game PvT isn't Mass goons.) With a greater dependance on unit dist. perhaps the MBS norm will become "FewBS". Essentially: It's too early to do away with MBS... The other 2 offtopic subjects... Sure, Smartcast really makes micro less impresssive and a lot easier. Automine reduces the number on non-redundant tasks requires thus lowers the multitask.


(you could call having to assign each scv a node is redundant, but that's a different perspective and is exactly what i'm not talking about... I hope you understand)

Ulimited Selection and MBS simply take one of those takes in the "multi" and reduces the attention it requires. This doesn't reduce the multitasking needed, it simply reduces the time needed for additional tasks. However new terrain mechanics, spells, unit dist, and everything else in the game it's too early to write it off...

In short: Down with removing non-redundant tasks, and Don't be so quick to judge removing the redundant ones. and,

Eh I see and understand your Opinion, hopefully you'll understand mine and not act like poor young showtime over there. lol
IdrA
Profile Blog Joined July 2004
United States11541 Posts
December 28 2007 21:09 GMT
#85
As someone who plays "near perfect" obviously is also using the most optimal build or at least one that's very close.

no, due to limitations in scouting and the fact that you're playing a human opponent who is trying to outsmart you people will never always use the optimal build.
http://www.splitreason.com/product/1152 release the gracken tshirt now available
Motiva
Profile Joined November 2007
United States1774 Posts
Last Edited: 2007-12-28 21:23:31
December 28 2007 21:20 GMT
#86
On December 29 2007 06:09 IdrA wrote:
Show nested quote +
As someone who plays "near perfect" obviously is also using the most optimal build or at least one that's very close.

no, due to limitations in scouting and the fact that you're playing a human opponent who is trying to outsmart you people will never always use the optimal build.


So:

due to the limitations in scouting and the factor of the human element near perfect play is impossible.

edit: lol I don't think you'll agree with that. But perhaps you'll see the hint of a point it makes, as it isn't foolproof. But you aren't going to argue that the better play wouldn't scout better or be better at "outsmarting"

I guess in short the "optiminal build" is relative to the events within the game. But a perfect player would know this and adapt "perfectly"


I am simply stating that a truly perfect theoretical machine would do leaps better than even the best pros, and thus some peoples gauge on the "skill ceiling" is off.
IdrA
Profile Blog Joined July 2004
United States11541 Posts
December 28 2007 22:15 GMT
#87
im saying that optimal builds have nothing to do with perfection because it is impossible to use optimal builds on a consistant basis due to the fact that you're usually going to have imperfect scouting information and because of the variability introduced by a human opponent trying to trick you.

when people talk about pros playing the game perfectly they mean executing perfectly and responding to what information they DO have perfectly.
http://www.splitreason.com/product/1152 release the gracken tshirt now available
Motiva
Profile Joined November 2007
United States1774 Posts
Last Edited: 2007-12-29 08:14:31
December 29 2007 08:07 GMT
#88
Well from that perspective I suppose I'm simply saying due to those factors perfection is impossible and you shouldn't worry about MBS ruining the game since perfection is impossible (true perfection)

or the same things stated differently:

The skill cap cannot be reached because the mechanics of scouting and nature of a human opponent negate any ill effect (or worry of such) that MBS could provide because the skill cap cannot be reached the same as with chess, not because of the mechanics but because of the lack of knowledge of your opponents strategy and human nature.

or

"i'm saying that optimall builds have nothing to do with perfection" because true perfection doesn't really exist within the scope of the human element thus MBS can't ruin the competitive nature, as the skill cap is irrelevant if it's unachievable. (an achieved "skill cap" would be "perfection" by definition wouldn't it?)

and for this part of your post:

when people talk about pros playing the game perfectly they mean executing perfectly and responding to what information they DO have perfectly.


I read this statement as evidence in itself that the skill cap is unachievable within either game and as such MBS shouldn't be a threat. The implementation of the human element includes the element of suprise which makes the skill cap unachievable and thus the game might be easier to play, but it's still just as difficult.

If you want to argue that it's not possible for players to scout better than they currently are or that all players at some point couldn't do a better job at predicting, well then you might have a case. I'd be pretty damned impressed if you could elegantly and sufficiently argue that point.

Rather I'm just going to continue stating the same thing i've stated 100 times. The skill cap in both games is unachievable. If you want to argue everything in between on the scopes of skill levels that dandy, but we're talking about the esports scope which makes everything above this relative.
IdrA
Profile Blog Joined July 2004
United States11541 Posts
December 29 2007 21:36 GMT
#89
thats the entire problem with this whole debate. you, and other pro-mbs people, only view the game as a whole, without considering how all the different parts work together, and view the strategy and mindgames as the only important part.

it is a real time strategy game(that is why the chess analogies are meaningless, chess is turn-based). that means how well you execute the game matters, as does the strategical portion of the game. you're right, theres never gonna be perfection in the strategy part of the game. but in the mechanical, execution portion of the game perfection is definitely attainable, or at least approachable. there is a skill cap there, and adding mbs will certainly lower it which is a bad thing for all the reasons that have already been discussed.
http://www.splitreason.com/product/1152 release the gracken tshirt now available
Motiva
Profile Joined November 2007
United States1774 Posts
Last Edited: 2007-12-30 00:06:07
December 29 2007 22:08 GMT
#90
On December 30 2007 06:36 IdrA wrote:
thats the entire problem with this whole debate. you, and other pro-mbs people, only view the game as a whole, without considering how all the different parts work together, and view the strategy and mindgames as the only important part.

it is a real time strategy game(that is why the chess analogies are meaningless, chess is turn-based). that means how well you execute the game matters, as does the strategical portion of the game. you're right, theres never gonna be perfection in the strategy part of the game. but in the mechanical, execution portion of the game perfection is definitely attainable, or at least approachable. there is a skill cap there, and adding mbs will certainly lower it which is a bad thing for all the reasons that have already been discussed.


Well that really just breaks down into a bias of what skill sets a new rendition of the game should focus on. With new units and abilities they can open up entire new ranges of viable strategies and if done correctly taking the focus off of the mechanical aspects doesn't hinder the competitive scene.

I've discussed with Tasteless in the previous thread how the majority of pros are already "approaching" the skill ceiling of the skill set required by SBS.

IdrA would you say that you could improve at SBS (in a way that you wouldn't need to improve with MBS as well), or is where you need improvement a less mechanical aspect, like strategy, timing, ect.

The point I'm trying to make with that is that some people have argued that SBS is easy for pros, my response was that if that is true then the SBS skill set isn't one of the major deciding factors on the E-Sport level. As thus it is less important to the competitive scene. Sure it has it's grounding because this is a real time game, and so the time required to perform tasks is relative.

It really breaks down into an opinion here for both of us, and neither one of us can argue with definite certainty that MBS would ruin the competitive scene or improve it. It's been proven with other games that technical manual dexterity isn't always necessary to provide a high or unapproachable skill cap.

If they were to completely redo the system for SBS in order to engineer it for a skill cap that is much harder to attain in a real time setting, I wonder if the majority of you would be for it. It would make the overall game harder, but it would also change the game to something very different than the "flow" that we're used to.

I disagree that i view the game as a whole and don't take into consideration all the individual aspects. I simply have a different opinion on the skill sets the game should focus on. You may be right that the majority view it as you say. I however feel that the mechanical aspect should still maintain some influence which is why i am totally opposed to Smartcast and Automines. I feel that reaction time and awareness should also be huge factors. Hell, I don't even care if MBS makes it or not into the game, I'm sufficient enough to maintain a fairly large advantage compared to the Day 1 crowd. It doesn't really matter. My entire purpose here is simply to articulate in a sufficient manner to those that disagree for the wrong reasons why they should disagree for the correct reasons, and be reasonable, rational, and intelligent about it.

If your a top pro, of course you're going to want the game to maintain a focus on those skill sets you have a clear advantage over noobs in. That doesn't mean that a change in the skill sets that are focused on ruins the games competitive nature, or detracts from it's ability to be competitive enough for E-Sport Status. To say such things is blatantly ignorant and bias towards your own opinion. That is all I'm trying to prove. MBS won't break the game, it won't make the game. It changes the game yes, but just because that change doesn't immediately benefit you doesn't mean you have to become bias against it.

you're right, theres never gonna be perfection in the strategy part of the game. but in the mechanical, execution portion of the game perfection is definitely attainable, or at least approachable. there is a skill cap there, and adding mbs will certainly lower it which is a bad thing for all the reasons that have already been discussed.


Exactly, and I'm just saying that the skill cap for execution, and mechanical control is already about reached. If the skill cap is already mastered to perfection leaving it in only generates an advantage to older players, while removing it removes the strain of the mechanical aspects and thus changes the focus of the game, but since "theres never gonna be perfection in the strategy part of the game" we don't have to worry about it not making it as an e-sport.

We agree then, that the strategic portion of the game is never going to be able to be perfected due to the human element, and scouting mechanics. I'm sure theres more as well.

We disagree then on the influence of the mechanical aspects of the game in the overall scheme of the competitive scene.

Most Top Starcraft players will obviously want to maintain the same norms within the game, such as the value of their 250 APM, when in a new game the same actions/things can be done at 125 APM. That does not make them right or wrong. It's simply an opinion of what skill sets you wish the game to maintain as a competitive aspect.

You, having already mastered the mechanical aspects of the game hope to maintain that mastery into a future game, as that master generates a massive advantage for you since other players have to perform the same actions to get the same results. This does not mean that when the aspects you have mastered are removed that the game is dead, or the game is less competitive overall. It means that the mechanical aspects of the game mean less in the competitive scene and that mastery of other things is a much greater deciding factor than it was in the past.

If you disagree, I'd like to know why. But I feel that at this point this is becoming a bit overly redundant(we can agree that the overall skill ceiling is unattainable due to strategic factors, but the mechanical side's ceiling is approachable and thus it's just a debate on the influence the mechanical factor should maintain)


To disagree is fine, this is opinion (though an acknowledgment that these points I make are not null would be nice even if you disagree, so we can all go play instead of waste this time here). I hope you understand that and I hope you also realize that both of our opinions on the mechanics of the game leave room for a very interesting competitive e-sport that has the potential to last many years. That is all.

EDIT: In short, The majority of the people against MBS are some level of Gosu. Meaning they've already mastered SBS. As such they simply have a bias in what skill sets the "skill ceiling" should maintain.
IdrA
Profile Blog Joined July 2004
United States11541 Posts
December 30 2007 00:57 GMT
#91
doesnt matter if sbs isnt all that relevant for the top pros (and it is relevant btw, no matter how fast you are sbs still takes time and focus away from everything else) it is very relevant below pro level. take it away and all the sudden all those semi pros and amateurs who just couldnt execute quite fast enough can now compete with the pros. thats a bad thing, makes the game less competitive if more people can play at the top level without any extra investment of practice/time.

actually you're wrong. there are plenty of people arguing against MBS who are not very good players at all. however you will not find ANYONE who is good at all or who understands the nuances of the game supporting MBS, because yes it does have the potential to break the game.
and yes, maintaning sbs will favor the starcraft players, because starcraft players have been practicing with it for years. but in the same light removing it will favor the warcraft players who have become used to the micro intensive game style it would create because they have been playing that kind of game for years. no matter what you do its going to favor experienced rts players over beginners (for obvious reasons). given that it is starcraft2, not warcraft4, i see nothing wrong with starcraft players getting that (unavoidable) benefit.

but you're wrong about me and other known players arguing against MBS for selfish reasons. in all honesty i should be for MBS. the mechanical portion of the game is what koreans really excel at, because they practice so much more than us. give me mbs and all the sudden i can macro as well as a progamer, so i can be much more competitive. MBS helps good players who arent quite pro level much more than it helps people like you who are just bad at the game in general, because you have way more pressing issues than how quickly you can make a round of units.

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IdrA
Profile Blog Joined July 2004
United States11541 Posts
Last Edited: 2007-12-30 01:07:49
December 30 2007 01:06 GMT
#92
why mbs could break the game:
didnt want to include this as it would clutter the post and it has been posted a few hundred times already.

first, the skill cap discussion as already mentioned.
but, more importantly, it removes the diversity of gameplay that makes starcraft so great. you look at warcraft and almost everything is micro, and its a significantly more boring game than starcraft. you may disagree, but the general population doesnt. there is a reason starcraft is a massive spectator sport and warcraft isnt. however in starcraft both macro and micro are important, no matter how good your micro is you cant make up for having half your opponents unit count, and vice versa.
if you add MBS this will still be the case, but it will no longer be important, because everyone will have the same (ideal) number of units, because macro will no longer be a (relatively) difficult, time consuming task. that means everyone will be forced to play a certain way.
right now you have macro players, like oov and pusan, micro players like boxer and casy, creative strategical players like upmagic and nal_ra. that is what makes the game so cool, all of these players play drastically different styles and are still competitive. oov chooses to focus on maximum unit production, and because that means he has to spend more time and attention on unit production and econ management his micro and strategy suffers(remember we're only talking relative to other progamers here). and same with the rest, boxer can do wonders with 12 marines while his barracks sit idle and so forth. but given MBS boxer can hit 6m7c8s and have the same macro and econ management as oov, so oov is no longer special. this means 'macro players' are essentially phased out of progaming, it is no longer viable to focus on that. instead EVERYONE has to play like boxer and ra, and while that might sound better to some people, think how exciting boxer will be when everyone, not just boxer, can kill 7 lurks with a group of marines.
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MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
December 30 2007 01:06 GMT
#93
i am appalled by the idea that anti MBS people are self interested gosu's who have a bias. I lived with many newbie SC players in college who never played competitively; even a zero clutter player. When i told them about MBS even they were disgusted. The point is that anti-mbs people want the game to have the same congruency as before because it helps keep the game challenging and fun. The interface is a large reason as to why SC was so successful as an esport. Granted it's not everything, it's definitely part of it. Being ignorant as to what makes a game competitive is not a mater of 'opinions.'

When you add features like MBS (and automining) you've put a big hole in a competitive aspect that helps maintain the competitive whole of the game. Saying that since most pros are already good at macroing with SBS and therefore MBS should be added is like saying dribbling in basketball should be removed because most professional basketball players are already masters at dribbling.
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Motiva
Profile Joined November 2007
United States1774 Posts
December 30 2007 02:21 GMT
#94
On December 30 2007 09:57 IdrA wrote:
doesnt matter if sbs isnt all that relevant for the top pros (and it is relevant btw, no matter how fast you are sbs still takes time and focus away from everything else) it is very relevant below pro level. take it away and all the sudden all those semi pros and amateurs who just couldnt execute quite fast enough can now compete with the pros. thats a bad thing, makes the game less competitive if more people can play at the top level without any extra investment of practice/time.

actually you're wrong. there are plenty of people arguing against MBS who are not very good players at all. however you will not find ANYONE who is good at all or who understands the nuances of the game supporting MBS, because yes it does have the potential to break the game.
and yes, maintaning sbs will favor the starcraft players, because starcraft players have been practicing with it for years. but in the same light removing it will favor the warcraft players who have become used to the micro intensive game style it would create because they have been playing that kind of game for years. no matter what you do its going to favor experienced rts players over beginners (for obvious reasons). given that it is starcraft2, not warcraft4, i see nothing wrong with starcraft players getting that (unavoidable) benefit.

but you're wrong about me and other known players arguing against MBS for selfish reasons. in all honesty i should be for MBS. the mechanical portion of the game is what koreans really excel at, because they practice so much more than us. give me mbs and all the sudden i can macro as well as a progamer, so i can be much more competitive. MBS helps good players who arent quite pro level much more than it helps people like you who are just bad at the game in general, because you have way more pressing issues than how quickly you can make a round of units.



eh I didn't mean it was directly selfish. It's natural to resist change, and whatever that's beside my argument.

take it away and all the sudden all those semi pros and amateurs who just couldnt execute quite fast enough can now compete with the pros.


I'm suprised to hear you say that the difference between the Semi-Pros, ameteurs, and Pros is just SBS. Regardless -- Aren't we talking on the e-sport level in which only the best of the best reside?


however you will not find ANYONE who is good at all or who understands the nuances of the game supporting MBS


I'm pretty surprised to hear this as well... I blizzard doesn't understand anything about the game they made... They prolly haven't been watching the pro scene at all either. They're just blindly going into this? I only say this because as it stands now MBS is in Starcraft 2. Blizzard may decide to take it out because of what you discuss in your other post that I haven't replied to yet And I do agree that is a serious issue -- We do want a healthy metagame -- But please be realistic.

As for Warcraft 3... it's a terrible example because so many of the other mechanics function differently... The combination of economy scaling and upkeep alone are hinderance enough on the macro aspect of the game that this is irrelevant. Then the added focus on micro does also hinder the viability of some strategies, and this is something that should be addressed with the progression of the game. MBS is only a minor facet in the progression.

But you can just ignore my point and reiterate the same thing over and over again and I'll do the same and then the game will come out and you'll still be competitive because MBS isn't a big deal. Macro based players will just be economy based players. ect ect.

Regardless. MBS appears to be in the game, and that's fine... I'm just trying to tell you why.

If MBS gets taken out, that's cool... SBS is easy.
Motiva
Profile Joined November 2007
United States1774 Posts
December 30 2007 02:29 GMT
#95
On December 30 2007 10:06 MyLostTemple wrote:
i am appalled by the idea that anti MBS people are self interested gosu's who have a bias. I lived with many newbie SC players in college who never played competitively; even a zero clutter player. When i told them about MBS even they were disgusted. The point is that anti-mbs people want the game to have the same congruency as before because it helps keep the game challenging and fun. The interface is a large reason as to why SC was so successful as an esport. Granted it's not everything, it's definitely part of it. Being ignorant as to what makes a game competitive is not a mater of 'opinions.'

When you add features like MBS (and automining) you've put a big hole in a competitive aspect that helps maintain the competitive whole of the game. Saying that since most pros are already good at macroing with SBS and therefore MBS should be added is like saying dribbling in basketball should be removed because most professional basketball players are already masters at dribbling.



Well first most bias aren't intentional so i never said self interested, but who isn't a little self interested?

I also never said all. There are plenty of players who don't care, plenty who do, and those that do have their opinions. Whatever don't be disgusted, just argue for change. But be realistic about your argumentation.



The point is that anti-mbs people want the game to have the same congruency as before because it helps keep the game challenging and fun. The interface is a large reason as to why SC was so successful as an esport. Granted it's not everything, it's definitely part of it. Being ignorant as to what makes a game competitive is not a mater of 'opinions.'



First part: Yea, that's what i said. I also said it's not the only way the game can be challenging and fun. Read please.

Second part: Yes it isn't everything and thus it can't ruin the game. Very mature and thorough argumentation here though. Yes, it is in ignorance that I am telling you that other mechanics of the game can be more powerful, and a difficult to use interface has very little to do with the success of a video game as a sport.
Motiva
Profile Joined November 2007
United States1774 Posts
December 30 2007 02:33 GMT
#96
On December 30 2007 10:06 IdrA wrote:
why mbs could break the game:
didnt want to include this as it would clutter the post and it has been posted a few hundred times already.

first, the skill cap discussion as already mentioned.
but, more importantly, it removes the diversity of gameplay that makes starcraft so great. you look at warcraft and almost everything is micro, and its a significantly more boring game than starcraft. you may disagree, but the general population doesnt. there is a reason starcraft is a massive spectator sport and warcraft isnt. however in starcraft both macro and micro are important, no matter how good your micro is you cant make up for having half your opponents unit count, and vice versa.
if you add MBS this will still be the case, but it will no longer be important, because everyone will have the same (ideal) number of units, because macro will no longer be a (relatively) difficult, time consuming task. that means everyone will be forced to play a certain way.
right now you have macro players, like oov and pusan, micro players like boxer and casy, creative strategical players like upmagic and nal_ra. that is what makes the game so cool, all of these players play drastically different styles and are still competitive. oov chooses to focus on maximum unit production, and because that means he has to spend more time and attention on unit production and econ management his micro and strategy suffers(remember we're only talking relative to other progamers here). and same with the rest, boxer can do wonders with 12 marines while his barracks sit idle and so forth. but given MBS boxer can hit 6m7c8s and have the same macro and econ management as oov, so oov is no longer special. this means 'macro players' are essentially phased out of progaming, it is no longer viable to focus on that. instead EVERYONE has to play like boxer and ra, and while that might sound better to some people, think how exciting boxer will be when everyone, not just boxer, can kill 7 lurks with a group of marines.


I agree with everything you say here. But they keyword to what you said is "could".

If these same complaints are being made at beta, with the evidence produced to support then. Well then it should definitely be removed, but we're pre alpha. Why not give these things a try? I hope the day will come when they will remove automine and smartcasting. MBS though... eh it's weak.
IdrA
Profile Blog Joined July 2004
United States11541 Posts
December 30 2007 02:46 GMT
#97
the longer it stays in the more the game is going to be adjusted to it and the harder it is going to be to take out. yes, theoretically, the game could end up just fine with mbs. but it is very, very unlikely (unless blizzard has some new macro-oriented, time consuming task theyre going to introduce). also, there is absolutely no reason to add mbs other than to satisfy a bunch of whiny newbs who will buy the game anyway, whether it has mbs or not. so i dont really see the point in taking such a big risk for little, if any, gain.
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IdrA
Profile Blog Joined July 2004
United States11541 Posts
December 30 2007 02:57 GMT
#98
On December 30 2007 11:21 Motiva wrote:
Show nested quote +
On December 30 2007 09:57 IdrA wrote:
doesnt matter if sbs isnt all that relevant for the top pros (and it is relevant btw, no matter how fast you are sbs still takes time and focus away from everything else) it is very relevant below pro level. take it away and all the sudden all those semi pros and amateurs who just couldnt execute quite fast enough can now compete with the pros. thats a bad thing, makes the game less competitive if more people can play at the top level without any extra investment of practice/time.

actually you're wrong. there are plenty of people arguing against MBS who are not very good players at all. however you will not find ANYONE who is good at all or who understands the nuances of the game supporting MBS, because yes it does have the potential to break the game.
and yes, maintaning sbs will favor the starcraft players, because starcraft players have been practicing with it for years. but in the same light removing it will favor the warcraft players who have become used to the micro intensive game style it would create because they have been playing that kind of game for years. no matter what you do its going to favor experienced rts players over beginners (for obvious reasons). given that it is starcraft2, not warcraft4, i see nothing wrong with starcraft players getting that (unavoidable) benefit.

but you're wrong about me and other known players arguing against MBS for selfish reasons. in all honesty i should be for MBS. the mechanical portion of the game is what koreans really excel at, because they practice so much more than us. give me mbs and all the sudden i can macro as well as a progamer, so i can be much more competitive. MBS helps good players who arent quite pro level much more than it helps people like you who are just bad at the game in general, because you have way more pressing issues than how quickly you can make a round of units.



eh I didn't mean it was directly selfish. It's natural to resist change, and whatever that's beside my argument.

its also natural to be selfish. the fact that we're against mbs when mbs would benefit us, from a practical standpoint, should tell you something.


Show nested quote +
take it away and all the sudden all those semi pros and amateurs who just couldnt execute quite fast enough can now compete with the pros.


I'm suprised to hear you say that the difference between the Semi-Pros, ameteurs, and Pros is just SBS. Regardless -- Aren't we talking on the e-sport level in which only the best of the best reside?

i was only directly addressing the difference between top foreigners and progamers, in which case yes mechanical execution (of which sbs is a big part) is the biggest difference. between pros and semi-pros its still a big difference, although not as big. you were not talking about the best of the best, you were talking about good foreigners (the 'gosus' who argue against mbs)


Show nested quote +
however you will not find ANYONE who is good at all or who understands the nuances of the game supporting MBS


I'm pretty surprised to hear this as well... I blizzard doesn't understand anything about the game they made... They prolly haven't been watching the pro scene at all either. They're just blindly going into this? I only say this because as it stands now MBS is in Starcraft 2. Blizzard may decide to take it out because of what you discuss in your other post that I haven't replied to yet And I do agree that is a serious issue -- We do want a healthy metagame -- But please be realistic.

blizzard understands that the general population wants an easy game, because no one likes sucking at something. i think its perfectly plausible that they know mbs will detract from sc2's quality as a competitive sequel to sc, and dont give a shit as long as they make alot of money.
for blizzard catering to the competitive gamers is a risk, because if the game fails to produce a good esports scene and the depth of the game turns off the casual player they lose money. but making a simple, easy to pick up game is almost guaranteed to sell big.

As for Warcraft 3... it's a terrible example because so many of the other mechanics function differently... The combination of economy scaling and upkeep alone are hinderance enough on the macro aspect of the game that this is irrelevant. Then the added focus on micro does also hinder the viability of some strategies, and this is something that should be addressed with the progression of the game. MBS is only a minor facet in the progression.

i wasnt addressing what caused war3 to be micro focused, only the results of a micro focused game as MBS will make sc2 similarly one dimensional.

But you can just ignore my point and reiterate the same thing over and over again and I'll do the same and then the game will come out and you'll still be competitive because MBS isn't a big deal. Macro based players will just be economy based players. ect ect.

what point did i ignore?
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Motiva
Profile Joined November 2007
United States1774 Posts
December 30 2007 03:48 GMT
#99
Well I dont think selling games is any concern of blizzards. Starcraft 2's pre-order numbers will be outrageous regardless of how good the game is.

but regardless

the longer it stays in the more the game is going to be adjusted to it and the harder it is going to be to take out. yes, theoretically, the game could end up just fine with mbs. but it is very, very unlikely (unless blizzard has some new macro-oriented, time consuming task theyre going to introduce). also, there is absolutely no reason to add mbs other than to satisfy a bunch of whiny newbs who will buy the game anyway, whether it has mbs or not. so i dont really see the point in taking such a big risk for little, if any, gain.


I think this sums it up pretty well.

The only real difference is that you see this as a risk. I see it as exploring other possibilities. Come beta we'll have real feedback and insight on the smaller nuances within the game and either one of us very well could change our views. To say that's not possible is ridiculous.

I can concede that MBS can be bad. You can concede that MBS can be not bad. Next we just have to wait for a meta-game to form, so we can assess the direction the game is going, and whether it is what we want in a competitive game.

Until then I find that there are far too many variables to judge so quickly, which is why i'm sitting here defending the underdog. This doesn't make me ignorant or unintelligent. It's actually quite productive for if nothing else I am communicating another perspective (successfully or unsuccessfully) to an audience with a greater pull than my own. That is all.

IdrA
Profile Blog Joined July 2004
United States11541 Posts
December 30 2007 04:28 GMT
#100
of course selling games is blizzard's concern. making money is every company's end concern. if some dumbass reviewers decide the game isnt modern enough because it lacks 'updated' ui features it theoretically could hurt sales. once again, its a gamble that they dont really need to make. its more than enough to explain them putting in MBS even if they dont think it would make for the best game.

i did say it COULD be not bad. however you have yet to provide a reason that it should be added, other than that it might not suck. why risk it for no gain? and yes, it is a risk. if they go to beta, with the game designed with MBS, i highly doubt theyre changing it.
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Motiva
Profile Joined November 2007
United States1774 Posts
December 30 2007 07:00 GMT
#101
We are talking about Blizzard here though, this game will break records before it's even released. Sure a few reviewers might have a minor impact but that's just minor overall. The effect of MBS is more relative to the lasting appeal of the game for novice players. Blizzard's game will sell, it's just a question of whether or not people will keep playing it. Hence WC3s player base is prolly smaller than starcraft's (speculation, i don't know the facts). That said, Blizzard also most likely has a vision of the game they're trying to make for the competitive scene, as they have shown a lot of interest in providing a healthy competitive scene ofr this game. This vision apparently contains MBS.

While I don't have much to argue with in the 2nd paragraph. We're still waiting on information on 1/3 of the races and the game is nearing alpha stages. I don't even need to mention the difference in any game to cite that the game will be extremely different in ways we can't even predict at this moment.

A risk? Sure. Everything is a risk. I don't think Blizzard, the billion dollar game company with a perfect track record plans on foolishly blundering into this project that they've said is going to be geared more towards the competitive than any of their previous works.

I simply meant we disagree on the degree of the risk. As for the if it makes it to beta it's going to say. Sure the longer is stays, this means the longer it's gone without a reason for removing it. That in itself could say that it can't be that bad. Only time will tell though.

But regardless, we're done here aren't we?
IdrA
Profile Blog Joined July 2004
United States11541 Posts
December 30 2007 07:16 GMT
#102
not really because all youve done is try to marginalize the dangers of introducing/testing mbs (and most of that is based on questionable assumptions)
you still havent given a reason that mbs should be added. only reasons that it might not be horrible.
if there is any risk at all, and no one can deny that there is to some extent, then there has to be something to gain from taking that risk. as far as i can see there really isnt. (especially if you contend that people will buy the game regardless of mbs, as appealing to the masses is one of the general positives for mbs)
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MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
Last Edited: 2007-12-30 09:32:38
December 30 2007 09:11 GMT
#103
i agree with idra. you only make assertions and bring little evidence to the table. Further more if MBS is ultimately put into SC2, i can already for see a massive backlash from the people in the previous SC competitive scene. I have yet to find a player who's actually good at this game that admittedly wants MBS, smartcasting or automining. I HOPE blizzard cares about the people who played the previous game enough to keep it alive. However, after seeing it at Blizzcon I'm rather confused.

I actually interviewed a ton of SC players who were competing in the world cyber games grand finals for ggl asking them what they thought of MBS and these other features. Every person i asked firmly said 'no' with the exception of one WCG ref i interviewed who didn't mind MBS but absolutely opposed autominig. Unfortunately GGL never produced it =[

Regardless; no, we are not done. If your going to boil down your Pro MBS argumentation to an 'opinion' that you can't back with anything but claims; well then i think you need to do a little more work. And backing that 'opinion' up by saying anti-mbs people are merely self interested is ridiculous.
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Motiva
Profile Joined November 2007
United States1774 Posts
Last Edited: 2007-12-30 17:26:35
December 30 2007 16:39 GMT
#104
On December 30 2007 16:16 IdrA wrote:
not really because all youve done is try to marginalize the dangers of introducing/testing mbs (and most of that is based on questionable assumptions)
you still havent given a reason that mbs should be added. only reasons that it might not be horrible.
if there is any risk at all, and no one can deny that there is to some extent, then there has to be something to gain from taking that risk. as far as i can see there really isnt. (especially if you contend that people will buy the game regardless of mbs, as appealing to the masses is one of the general positives for mbs)


Well I think you misunderstood my purpose. I don't think the burden of proof is on me to provide evidence for why it should be in the game. It already is. If it wasn't I certainly wouldn't be for putting it into the game. I however am open to change.

I've attempted to explain why I don't think it's such a great risk. It's certainly much more of a risk than if they maintained SBS... However, making Starcraft 2 is a greater risk than just making more money off of WoW... It's not a matter of risk at this point (pre-alpha) it's simply a matter of exploring possibilities. Some of which are obviously not what the competitive community wants (smartcast, automine, MBS) but without risk there is no such thing as innovation.

I also don't think the burden of proof is on me to provide evidence for it's purpose because I don't even care if it makes it into the game. I'm simply trying to explain what you've admitted, and my purpose is over here. Though it could have gone a lot smoother. lol. I mean I've even argued fairly well as to why it should most definitely not be in the game on a previous thread. I don't know if you've realized that.
SoMuchBetter
Profile Blog Joined April 2003
Australia10606 Posts
December 30 2007 16:52 GMT
#105
one concern i have about MBS is one from the old micro vs macro argument that you don't really see much of these days.

whenever someone playing the game gets involved in a battle, they are constantly deciding where they need to divert their attention to between their micro and their macro. should i be back at my base, making sure that my production is up to par and that my expansions are in working order? or maybe i should be at the front line getting more value out of my units?

while it may not sound like much, its my belief that this battle between what you're doing and when you should be doing it creates variance in styles that make up the differences between players. With starcraft's current state of SBS, no automining, etc. its impossible to do both tasks simultaneously (although progamers do a good job of trying). This is one of the primary differences between "micro" players and "macro" players. Those with stronger micro focus more on unit control, while those with stronger macro focus on reinforcing their army. its not the choices of build orders that make people different players, after all, anyone can execute 'X build', its how they decide to play the game in these subtle manners that one doesn't really think about.

to generalize, boxer is the guy controlling that doomed group of marine medics until they kill a dozen times their worth, letting his minerals soar, while iloveoov is the guy who lets them die and comes back a minute later with an army twice the size

i worry that with the inclusion of MBS, automine, etc, the choices players must make between being at the front line and being at home are effectively decided for them. Why ever move your screen away from the battle if you can control everything without ever looking back at your base past early game? all of a sudden, boxer controlling that last doomed group of units isn't boxer anymore, because the game made the choice for us to do the same, and coming back a minute later with an army twice the size isn't iloveoov either, because everyone was doing that as well
AUSSIESCUM
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Motiva
Profile Joined November 2007
United States1774 Posts
Last Edited: 2007-12-30 18:33:51
December 30 2007 16:57 GMT
#106
On December 30 2007 18:11 MyLostTemple wrote:
i agree with idra. you only make assertions and bring little evidence to the table. Further more if MBS is ultimately put into SC2, i can already for see a massive backlash from the people in the previous SC competitive scene. I have yet to find a player who's actually good at this game that admittedly wants MBS, smartcasting or automining. I HOPE blizzard cares about the people who played the previous game enough to keep it alive. However, after seeing it at Blizzcon I'm rather confused.

I actually interviewed a ton of SC players who were competing in the world cyber games grand finals for ggl asking them what they thought of MBS and these other features. Every person i asked firmly said 'no' with the exception of one WCG ref i interviewed who didn't mind MBS but absolutely opposed autominig. Unfortunately GGL never produced it =[

Regardless; no, we are not done. If your going to boil down your Pro MBS argumentation to an 'opinion' that you can't back with anything but claims; well then i think you need to do a little more work. And backing that 'opinion' up by saying anti-mbs people are merely self interested is ridiculous.



Well first. That's a decision by blizzard -- how much do they wish to compliment the previous competitive community? Or do they aim to keep SC1 alive, and expect the current scene to continue what it's currently doing?

As for why you're confused...Perhaps cause you played it quite some time ago, and even now the game isn't even in alpha? Do I need to show you screen shots of SC 1 BETA?

I would have liked to have seen that... I enjoy you're work.

I'm surprised your still giving me this ultimatum. First off how is it not an opinion? IdrA can admit that it is POSSIBLE to create a competitive game with MBS. Very Hard and risking a lot definitely. I don't think it's an opinion that innovation requires risk, but I do think it is an opinion as to how you want to mold a game of the future.

It is your opinion that Starcraft 2 should maintain the same mechanics and balance of micro and macro and everything else from Starcraft 1.

It is a different opinion to say, nah we want change lets try X Y Z and play around with it.

When the game comes out, and the general consensus is that MBS ruined the game, and we're all still playing SC 1 well then that might be able to be boiled down past opinion. But right now that's hogwash. You have no evidence that MBS has produced a negative effect on the current game. You might have personal experience that you didn't like it when you played a slightly different game 6 months ago. You may have asked every single top player in teh world and got their opinion on it. Congrats man, how is that not opinion?

Deciding what kind of game you want as an end result from blizzard is called forming an opinion. Some opinions are better than others but this does not negate the fact that they are opinions.

I haven't met a single person that isn't self interested..... It's not ridiculous it's fairly valid. That doesn't make it a negative thing. It would be quite foolish of top players to not be self interested. I don't see a professional gamer playing the game, admitting it could be competitive, and then stating that the game needs to be more different than Starcraft 1 so there is a more level playing field on release day.

To say that anyone is not at least mildly self interested is to revel in your bias.

If you can't admit that it's possible yet risky for blizzard to make a game with MBS that can be competitive for a long time well then I'm done here.

If can admit that -- Well then I'm done here.

How am I not done here?

I agree with just about everything IdrA has to say, and enjoyed talking with him quite thoroughly. You however just revel in your bias and tell me i'm a gd noob idiot for thinking about creating actual innovation within the game and the possibilities of risk. Fuck man I'm not even for MBS i'm just telling the majority of you STFU and WAIT, It might not all be bad (automine, mbs, smartcast) In my personal OPINION though, MBS is the only one worth thoroughly testing because I have a bias against how I want the game to be formed. -- Go read my post in a previous thread as to why MBS should definitely not be in the game....

EDIT:

And when you say 'merely self interested' I think your taking my argument a step further than I intended. The way you say it sounds like top pros are solely self interested. I don't think that, that's absurd. It's just as absurd to say that they want a completely different game.
Motiva
Profile Joined November 2007
United States1774 Posts
December 30 2007 17:03 GMT
#107
On December 31 2007 01:52 SoMuchBetter wrote:
one concern i have about MBS is one from the old micro vs macro argument that you don't really see much of these days.

whenever someone playing the game gets involved in a battle, they are constantly deciding where they need to divert their attention to between their micro and their macro. should i be back at my base, making sure that my production is up to par and that my expansions are in working order? or maybe i should be at the front line getting more value out of my units?

while it may not sound like much, its my belief that this battle between what you're doing and when you should be doing it creates variance in styles that make up the differences between players. With starcraft's current state of SBS, no automining, etc. its impossible to do both tasks simultaneously (although progamers do a good job of trying). This is one of the primary differences between "micro" players and "macro" players. Those with stronger micro focus more on unit control, while those with stronger macro focus on reinforcing their army. its not the choices of build orders that make people different players, after all, anyone can execute 'X build', its how they decide to play the game in these subtle manners that one doesn't really think about.

to generalize, boxer is the guy controlling that doomed group of marine medics until they kill a dozen times their worth, letting his minerals soar, while iloveoov is the guy who lets them die and comes back a minute later with an army twice the size

i worry that with the inclusion of MBS, automine, etc, the choices players must make between being at the front line and being at home are effectively decided for them. Why ever move your screen away from the battle if you can control everything without ever looking back at your base past early game? all of a sudden, boxer controlling that last doomed group of units isn't boxer anymore, because the game made the choice for us to do the same, and coming back a minute later with an army twice the size isn't iloveoov either, because everyone was doing that as well


Yes I agree this is a concern, and a primary reason why i'm against Smartcast and Automine. With those mechanics removed I feel that MBS should be tested thoroughly.

This is fairly hard to really observe in just a few play sessions -- metagame is relative. This is something I'm sure blizzard is aware of and the majority of the people here want a balance similar to the originals.

I've never stated that MBS should -not- be removed after thorough testing.
IdrA
Profile Blog Joined July 2004
United States11541 Posts
December 30 2007 19:23 GMT
#108
On December 31 2007 01:39 Motiva wrote:
Show nested quote +
On December 30 2007 16:16 IdrA wrote:
not really because all youve done is try to marginalize the dangers of introducing/testing mbs (and most of that is based on questionable assumptions)
you still havent given a reason that mbs should be added. only reasons that it might not be horrible.
if there is any risk at all, and no one can deny that there is to some extent, then there has to be something to gain from taking that risk. as far as i can see there really isnt. (especially if you contend that people will buy the game regardless of mbs, as appealing to the masses is one of the general positives for mbs)


Well I think you misunderstood my purpose. I don't think the burden of proof is on me to provide evidence for why it should be in the game. It already is. If it wasn't I certainly wouldn't be for putting it into the game. I however am open to change.

I've attempted to explain why I don't think it's such a great risk. It's certainly much more of a risk than if they maintained SBS... However, making Starcraft 2 is a greater risk than just making more money off of WoW... It's not a matter of risk at this point (pre-alpha) it's simply a matter of exploring possibilities. Some of which are obviously not what the competitive community wants (smartcast, automine, MBS) but without risk there is no such thing as innovation.

I also don't think the burden of proof is on me to provide evidence for it's purpose because I don't even care if it makes it into the game. I'm simply trying to explain what you've admitted, and my purpose is over here. Though it could have gone a lot smoother. lol. I mean I've even argued fairly well as to why it should most definitely not be in the game on a previous thread. I don't know if you've realized that.

the burden of proof has shifted to you, even if it wasnt there in the first place, because we have demonstrated how MBS could, very likely in most informed opinions, ruin the game. given that i think its perfectly fair to expect a reasonable explanation of why we should try MBS regardless of the potential dangers.
no making sc2 isnt really a risk in itself for them. theyre still making a buttload of money off WoW and its not like theyre actually going to lose money off of sc2, their name and the popularity of sc1 guarantees that. everything we're talking about is just trying to maximize game quality or game popularity, which is more important and who its necessary to cater to.
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IdrA
Profile Blog Joined July 2004
United States11541 Posts
December 30 2007 19:26 GMT
#109
On December 31 2007 01:52 SoMuchBetter wrote:
one concern i have about MBS is one from the old micro vs macro argument that you don't really see much of these days.

whenever someone playing the game gets involved in a battle, they are constantly deciding where they need to divert their attention to between their micro and their macro. should i be back at my base, making sure that my production is up to par and that my expansions are in working order? or maybe i should be at the front line getting more value out of my units?

while it may not sound like much, its my belief that this battle between what you're doing and when you should be doing it creates variance in styles that make up the differences between players. With starcraft's current state of SBS, no automining, etc. its impossible to do both tasks simultaneously (although progamers do a good job of trying). This is one of the primary differences between "micro" players and "macro" players. Those with stronger micro focus more on unit control, while those with stronger macro focus on reinforcing their army. its not the choices of build orders that make people different players, after all, anyone can execute 'X build', its how they decide to play the game in these subtle manners that one doesn't really think about.

to generalize, boxer is the guy controlling that doomed group of marine medics until they kill a dozen times their worth, letting his minerals soar, while iloveoov is the guy who lets them die and comes back a minute later with an army twice the size

i worry that with the inclusion of MBS, automine, etc, the choices players must make between being at the front line and being at home are effectively decided for them. Why ever move your screen away from the battle if you can control everything without ever looking back at your base past early game? all of a sudden, boxer controlling that last doomed group of units isn't boxer anymore, because the game made the choice for us to do the same, and coming back a minute later with an army twice the size isn't iloveoov either, because everyone was doing that as well

ya this is a better way of saying what i was trying to say on the other page.
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MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
December 30 2007 20:13 GMT
#110
On December 31 2007 01:57 Motiva wrote:
Show nested quote +
On December 30 2007 18:11 MyLostTemple wrote:
i agree with idra. you only make assertions and bring little evidence to the table. Further more if MBS is ultimately put into SC2, i can already for see a massive backlash from the people in the previous SC competitive scene. I have yet to find a player who's actually good at this game that admittedly wants MBS, smartcasting or automining. I HOPE blizzard cares about the people who played the previous game enough to keep it alive. However, after seeing it at Blizzcon I'm rather confused.

I actually interviewed a ton of SC players who were competing in the world cyber games grand finals for ggl asking them what they thought of MBS and these other features. Every person i asked firmly said 'no' with the exception of one WCG ref i interviewed who didn't mind MBS but absolutely opposed autominig. Unfortunately GGL never produced it =[

Regardless; no, we are not done. If your going to boil down your Pro MBS argumentation to an 'opinion' that you can't back with anything but claims; well then i think you need to do a little more work. And backing that 'opinion' up by saying anti-mbs people are merely self interested is ridiculous.



Well first. That's a decision by blizzard -- how much do they wish to compliment the previous competitive community? Or do they aim to keep SC1 alive, and expect the current scene to continue what it's currently doing?

As for why you're confused...Perhaps cause you played it quite some time ago, and even now the game isn't even in alpha? Do I need to show you screen shots of SC 1 BETA?

I would have liked to have seen that... I enjoy you're work.

I'm surprised your still giving me this ultimatum. First off how is it not an opinion? IdrA can admit that it is POSSIBLE to create a competitive game with MBS. Very Hard and risking a lot definitely. I don't think it's an opinion that innovation requires risk, but I do think it is an opinion as to how you want to mold a game of the future.

It is your opinion that Starcraft 2 should maintain the same mechanics and balance of micro and macro and everything else from Starcraft 1.

It is a different opinion to say, nah we want change lets try X Y Z and play around with it.

When the game comes out, and the general consensus is that MBS ruined the game, and we're all still playing SC 1 well then that might be able to be boiled down past opinion. But right now that's hogwash. You have no evidence that MBS has produced a negative effect on the current game. You might have personal experience that you didn't like it when you played a slightly different game 6 months ago. You may have asked every single top player in teh world and got their opinion on it. Congrats man, how is that not opinion?

Deciding what kind of game you want as an end result from blizzard is called forming an opinion. Some opinions are better than others but this does not negate the fact that they are opinions.

I haven't met a single person that isn't self interested..... It's not ridiculous it's fairly valid. That doesn't make it a negative thing. It would be quite foolish of top players to not be self interested. I don't see a professional gamer playing the game, admitting it could be competitive, and then stating that the game needs to be more different than Starcraft 1 so there is a more level playing field on release day.

To say that anyone is not at least mildly self interested is to revel in your bias.

If you can't admit that it's possible yet risky for blizzard to make a game with MBS that can be competitive for a long time well then I'm done here.

If can admit that -- Well then I'm done here.

How am I not done here?

I agree with just about everything IdrA has to say, and enjoyed talking with him quite thoroughly. You however just revel in your bias and tell me i'm a gd noob idiot for thinking about creating actual innovation within the game and the possibilities of risk. Fuck man I'm not even for MBS i'm just telling the majority of you STFU and WAIT, It might not all be bad (automine, mbs, smartcast) In my personal OPINION though, MBS is the only one worth thoroughly testing because I have a bias against how I want the game to be formed. -- Go read my post in a previous thread as to why MBS should definitely not be in the game....

EDIT:

And when you say 'merely self interested' I think your taking my argument a step further than I intended. The way you say it sounds like top pros are solely self interested. I don't think that, that's absurd. It's just as absurd to say that they want a completely different game.


i'll basically echo what idra says. The burden of prof is on you to explain why MBS should be kept in the game. If your simply stating that your opinion is it should be tested first (which i agree with) i don't see why you keep posting here. There are people who wish to discuss the matter throughly on this fourm.
Follow me on twitter: CallMeTasteless
HunterGatherer
Profile Joined September 2007
118 Posts
December 30 2007 20:45 GMT
#111
I already said in the first MBS discussion that top players now, who have evolved starcraft for 10 years, and the game keeps evolving, that all their hard work will be negated. Auto mine yes, smartcasting maybe, but not MBS. It messes up too many of the mechanics that makes SC the greatest RTS on earth. It goes beyond SBS, it is SBS + 12 unit cap + everything else. And blizz is wasting time not making a true sequel. Blizzard has already lost the status quo. I dont even consider them human.
Motiva
Profile Joined November 2007
United States1774 Posts
December 30 2007 21:03 GMT
#112
On December 31 2007 05:13 MyLostTemple wrote:
Show nested quote +
On December 31 2007 01:57 Motiva wrote:
On December 30 2007 18:11 MyLostTemple wrote:
i agree with idra. you only make assertions and bring little evidence to the table. Further more if MBS is ultimately put into SC2, i can already for see a massive backlash from the people in the previous SC competitive scene. I have yet to find a player who's actually good at this game that admittedly wants MBS, smartcasting or automining. I HOPE blizzard cares about the people who played the previous game enough to keep it alive. However, after seeing it at Blizzcon I'm rather confused.

I actually interviewed a ton of SC players who were competing in the world cyber games grand finals for ggl asking them what they thought of MBS and these other features. Every person i asked firmly said 'no' with the exception of one WCG ref i interviewed who didn't mind MBS but absolutely opposed autominig. Unfortunately GGL never produced it =[

Regardless; no, we are not done. If your going to boil down your Pro MBS argumentation to an 'opinion' that you can't back with anything but claims; well then i think you need to do a little more work. And backing that 'opinion' up by saying anti-mbs people are merely self interested is ridiculous.



Well first. That's a decision by blizzard -- how much do they wish to compliment the previous competitive community? Or do they aim to keep SC1 alive, and expect the current scene to continue what it's currently doing?

As for why you're confused...Perhaps cause you played it quite some time ago, and even now the game isn't even in alpha? Do I need to show you screen shots of SC 1 BETA?

I would have liked to have seen that... I enjoy you're work.

I'm surprised your still giving me this ultimatum. First off how is it not an opinion? IdrA can admit that it is POSSIBLE to create a competitive game with MBS. Very Hard and risking a lot definitely. I don't think it's an opinion that innovation requires risk, but I do think it is an opinion as to how you want to mold a game of the future.

It is your opinion that Starcraft 2 should maintain the same mechanics and balance of micro and macro and everything else from Starcraft 1.

It is a different opinion to say, nah we want change lets try X Y Z and play around with it.

When the game comes out, and the general consensus is that MBS ruined the game, and we're all still playing SC 1 well then that might be able to be boiled down past opinion. But right now that's hogwash. You have no evidence that MBS has produced a negative effect on the current game. You might have personal experience that you didn't like it when you played a slightly different game 6 months ago. You may have asked every single top player in teh world and got their opinion on it. Congrats man, how is that not opinion?

Deciding what kind of game you want as an end result from blizzard is called forming an opinion. Some opinions are better than others but this does not negate the fact that they are opinions.

I haven't met a single person that isn't self interested..... It's not ridiculous it's fairly valid. That doesn't make it a negative thing. It would be quite foolish of top players to not be self interested. I don't see a professional gamer playing the game, admitting it could be competitive, and then stating that the game needs to be more different than Starcraft 1 so there is a more level playing field on release day.

To say that anyone is not at least mildly self interested is to revel in your bias.

If you can't admit that it's possible yet risky for blizzard to make a game with MBS that can be competitive for a long time well then I'm done here.

If can admit that -- Well then I'm done here.

How am I not done here?

I agree with just about everything IdrA has to say, and enjoyed talking with him quite thoroughly. You however just revel in your bias and tell me i'm a gd noob idiot for thinking about creating actual innovation within the game and the possibilities of risk. Fuck man I'm not even for MBS i'm just telling the majority of you STFU and WAIT, It might not all be bad (automine, mbs, smartcast) In my personal OPINION though, MBS is the only one worth thoroughly testing because I have a bias against how I want the game to be formed. -- Go read my post in a previous thread as to why MBS should definitely not be in the game....

EDIT:

And when you say 'merely self interested' I think your taking my argument a step further than I intended. The way you say it sounds like top pros are solely self interested. I don't think that, that's absurd. It's just as absurd to say that they want a completely different game.


i'll basically echo what idra says. The burden of prof is on you to explain why MBS should be kept in the game. If your simply stating that your opinion is it should be tested first (which i agree with) i don't see why you keep posting here. There are people who wish to discuss the matter throughly on this fourm.



Well basically, I've explained thoroughly why i believe it should be tested further and I've also explained in previous posts as to why I don't think the current state of the game is a good enough example to base anything off of. Automine and Smartcast are part of this argument i've posted previously and I've explained why the combination of the 3 isn't what this game needs. As such I suppose you could say that the only reason i keep posting here is because I think that this perspective is widely undermined in the majority of the MBS arguments. The majority of the posts here simply say to do away with all 3 without stopping to consider the possibilities of compromises and modifications. Things that certainly need to be done if we're going to keep these things.

As for the burden of proof... I don't think that's really even necessary. How is proof even possible at this stage in the game? We're discussing potential aspects of a potential game. I could provide potential proof...

Essentially you're arguing that the competitive community wants a game like X. I'm saying yea, I can see why, but you should also consider that A B and Z all can also provide a very competitive environment equally enthralling. C through F might provide horrible games. ect ect ect.

Essentially, we were done here a few posts ago, but you had to argue the semantics of opinion, and then demand that I need proof to argue something that can't even be proved. Provide evidence sure. Evidence and Proof are very different things. Sure we want a game similar to Starcraft but that shouldn't blind exercising attempts at potential improvements.

You're demanding evidence strong enough to prove that MBS is better than SBS. And this is where it breaks down into opinion. In order to see this perspective I suppose you should have to know what this discussion is really about.

Are you arguing that I need to provide proof that MBS does no ill?
or
Are you arguing that I need to provide proof that MBS does good?
or
Are you arguing that I need to provide proof that MBS is better than SBS?
or
Are you arguing that I need to provide proof that there was a need to take SBS out?

In order to prove my point I don't need to provide proof for any of those things because I am not arguing any of those things.

Do I need to provide sufficient evidence and explanation as to why I feel that MBS can be included in a game that can still maintain a highly competitive atmosphere that is different, fresh, long lasting, and yet still what can be described as "Starcraft"?

Yes, and I did.

The part that is opinion is what we all would "describe as starcraft". Some people can't view "Starcraft" without SBS, and I can understand that perspective very well. SBS is a central part of Starcraft. Theres a lot more to the game as well.

Provide sufficient argumentation as to why MBS could never be put into a game that could ever possibly be highly competitive, and long lived as a esport and spectator sport. You can't, why? Because the possibilities are relatively endless. The best you can do is argue why you don't want change, how the past was, and why you feel the past is important. That's fine and I agree with you there, however I'm not writing MBS off yet... Smartcast, Automine... Man I hope they get rid of them for the sake of the competitive scene.

This is redundant... I've said just about everything here in previous posts, and more.
Motiva
Profile Joined November 2007
United States1774 Posts
December 30 2007 21:06 GMT
#113
On December 31 2007 05:45 HunterGatherer wrote:
I already said in the first MBS discussion that top players now, who have evolved starcraft for 10 years, and the game keeps evolving, that all their hard work will be negated. Auto mine yes, smartcasting maybe, but not MBS. It messes up too many of the mechanics that makes SC the greatest RTS on earth. It goes beyond SBS, it is SBS + 12 unit cap + everything else. And blizz is wasting time not making a true sequel. Blizzard has already lost the status quo. I dont even consider them human.


hmmm I do agree with you that it's either Automine or MBS but certainly not both,.
talismania
Profile Blog Joined December 2007
United States2364 Posts
December 30 2007 22:48 GMT
#114
possible compromise: keep sbs but double the available hotkeys. Say 0-9 are still there as normal, but now add a second ten hotkeys with shift + X, where X is 0-9. so you could have a group that you select just by hitting 1 and a group you select by hitting shift + 1 (ctrl + shift + X to set a group in the first place, naturally).

This way production still takes as long to execute as in old sbs, but visual attention isn't shifted from the battlefield (if you happen to be in the middle of a battle) like MBS.

thoughts?
IdrA
Profile Blog Joined July 2004
United States11541 Posts
December 30 2007 23:03 GMT
#115
it would be too inconvenient keeping track of 20 hotkeys and going through using shift+#, people would still just go back to their bases because it would be so much faster.
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MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
December 30 2007 23:25 GMT
#116
i like the idea of more bindable hotkeys =] but i don't like the tabbing ability, should be same as the original
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IdrA
Profile Blog Joined July 2004
United States11541 Posts
December 30 2007 23:40 GMT
#117
On December 31 2007 06:03 Motiva wrote:
Show nested quote +
On December 31 2007 05:13 MyLostTemple wrote:
On December 31 2007 01:57 Motiva wrote:
On December 30 2007 18:11 MyLostTemple wrote:
i agree with idra. you only make assertions and bring little evidence to the table. Further more if MBS is ultimately put into SC2, i can already for see a massive backlash from the people in the previous SC competitive scene. I have yet to find a player who's actually good at this game that admittedly wants MBS, smartcasting or automining. I HOPE blizzard cares about the people who played the previous game enough to keep it alive. However, after seeing it at Blizzcon I'm rather confused.

I actually interviewed a ton of SC players who were competing in the world cyber games grand finals for ggl asking them what they thought of MBS and these other features. Every person i asked firmly said 'no' with the exception of one WCG ref i interviewed who didn't mind MBS but absolutely opposed autominig. Unfortunately GGL never produced it =[

Regardless; no, we are not done. If your going to boil down your Pro MBS argumentation to an 'opinion' that you can't back with anything but claims; well then i think you need to do a little more work. And backing that 'opinion' up by saying anti-mbs people are merely self interested is ridiculous.



Well first. That's a decision by blizzard -- how much do they wish to compliment the previous competitive community? Or do they aim to keep SC1 alive, and expect the current scene to continue what it's currently doing?

As for why you're confused...Perhaps cause you played it quite some time ago, and even now the game isn't even in alpha? Do I need to show you screen shots of SC 1 BETA?

I would have liked to have seen that... I enjoy you're work.

I'm surprised your still giving me this ultimatum. First off how is it not an opinion? IdrA can admit that it is POSSIBLE to create a competitive game with MBS. Very Hard and risking a lot definitely. I don't think it's an opinion that innovation requires risk, but I do think it is an opinion as to how you want to mold a game of the future.

It is your opinion that Starcraft 2 should maintain the same mechanics and balance of micro and macro and everything else from Starcraft 1.

It is a different opinion to say, nah we want change lets try X Y Z and play around with it.

When the game comes out, and the general consensus is that MBS ruined the game, and we're all still playing SC 1 well then that might be able to be boiled down past opinion. But right now that's hogwash. You have no evidence that MBS has produced a negative effect on the current game. You might have personal experience that you didn't like it when you played a slightly different game 6 months ago. You may have asked every single top player in teh world and got their opinion on it. Congrats man, how is that not opinion?

Deciding what kind of game you want as an end result from blizzard is called forming an opinion. Some opinions are better than others but this does not negate the fact that they are opinions.

I haven't met a single person that isn't self interested..... It's not ridiculous it's fairly valid. That doesn't make it a negative thing. It would be quite foolish of top players to not be self interested. I don't see a professional gamer playing the game, admitting it could be competitive, and then stating that the game needs to be more different than Starcraft 1 so there is a more level playing field on release day.

To say that anyone is not at least mildly self interested is to revel in your bias.

If you can't admit that it's possible yet risky for blizzard to make a game with MBS that can be competitive for a long time well then I'm done here.

If can admit that -- Well then I'm done here.

How am I not done here?

I agree with just about everything IdrA has to say, and enjoyed talking with him quite thoroughly. You however just revel in your bias and tell me i'm a gd noob idiot for thinking about creating actual innovation within the game and the possibilities of risk. Fuck man I'm not even for MBS i'm just telling the majority of you STFU and WAIT, It might not all be bad (automine, mbs, smartcast) In my personal OPINION though, MBS is the only one worth thoroughly testing because I have a bias against how I want the game to be formed. -- Go read my post in a previous thread as to why MBS should definitely not be in the game....

EDIT:

And when you say 'merely self interested' I think your taking my argument a step further than I intended. The way you say it sounds like top pros are solely self interested. I don't think that, that's absurd. It's just as absurd to say that they want a completely different game.


i'll basically echo what idra says. The burden of prof is on you to explain why MBS should be kept in the game. If your simply stating that your opinion is it should be tested first (which i agree with) i don't see why you keep posting here. There are people who wish to discuss the matter throughly on this fourm.



Well basically, I've explained thoroughly why i believe it should be tested further and I've also explained in previous posts as to why I don't think the current state of the game is a good enough example to base anything off of. Automine and Smartcast are part of this argument i've posted previously and I've explained why the combination of the 3 isn't what this game needs. As such I suppose you could say that the only reason i keep posting here is because I think that this perspective is widely undermined in the majority of the MBS arguments. The majority of the posts here simply say to do away with all 3 without stopping to consider the possibilities of compromises and modifications. Things that certainly need to be done if we're going to keep these things.

As for the burden of proof... I don't think that's really even necessary. How is proof even possible at this stage in the game? We're discussing potential aspects of a potential game. I could provide potential proof...

Essentially you're arguing that the competitive community wants a game like X. I'm saying yea, I can see why, but you should also consider that A B and Z all can also provide a very competitive environment equally enthralling. C through F might provide horrible games. ect ect ect.

Essentially, we were done here a few posts ago, but you had to argue the semantics of opinion, and then demand that I need proof to argue something that can't even be proved. Provide evidence sure. Evidence and Proof are very different things. Sure we want a game similar to Starcraft but that shouldn't blind exercising attempts at potential improvements.

You're demanding evidence strong enough to prove that MBS is better than SBS. And this is where it breaks down into opinion. In order to see this perspective I suppose you should have to know what this discussion is really about.

Are you arguing that I need to provide proof that MBS does no ill?
or
Are you arguing that I need to provide proof that MBS does good?
or
Are you arguing that I need to provide proof that MBS is better than SBS?
or
Are you arguing that I need to provide proof that there was a need to take SBS out?

In order to prove my point I don't need to provide proof for any of those things because I am not arguing any of those things.

Do I need to provide sufficient evidence and explanation as to why I feel that MBS can be included in a game that can still maintain a highly competitive atmosphere that is different, fresh, long lasting, and yet still what can be described as "Starcraft"?

Yes, and I did.

The part that is opinion is what we all would "describe as starcraft". Some people can't view "Starcraft" without SBS, and I can understand that perspective very well. SBS is a central part of Starcraft. Theres a lot more to the game as well.

Provide sufficient argumentation as to why MBS could never be put into a game that could ever possibly be highly competitive, and long lived as a esport and spectator sport. You can't, why? Because the possibilities are relatively endless. The best you can do is argue why you don't want change, how the past was, and why you feel the past is important. That's fine and I agree with you there, however I'm not writing MBS off yet... Smartcast, Automine... Man I hope they get rid of them for the sake of the competitive scene.

This is redundant... I've said just about everything here in previous posts, and more.

stop fucking dancing around it
you have not given one single reason why mbs SHOULD be included, what good it could do. all youve done is try to say the negative affects it will have wont be TOO bad. if there are going to be ANY negative affects at all there has to be something good too. tell us what that something good is going to be or stop fucking arguing.
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talismania
Profile Blog Joined December 2007
United States2364 Posts
December 31 2007 00:25 GMT
#118
I just waded through a few of motiva's posts on this page and I think his point is that mbs might be bad, or it might be neutral. so I dunno if it's fair to demand of him to explain how it might be good. Then again I haven't been following all of this thread so I probably missed some things that were said.
IdrA
Profile Blog Joined July 2004
United States11541 Posts
December 31 2007 00:55 GMT
#119
ya, that is his point. however he advocates keeping it in and testing it till beta, and if they do that it probably wont come. to justify that there has to be something good that will come of it.
and if something is bad or neutral why would you keep it in the first place
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1esu
Profile Joined April 2007
United States303 Posts
Last Edited: 2007-12-31 04:44:08
December 31 2007 04:25 GMT
#120
On December 31 2007 09:55 IdrA wrote:
ya, that is his point. however he advocates keeping it in and testing it till beta, and if they do that it probably wont come. to justify that there has to be something good that will come of it.
and if something is bad or neutral why would you keep it in the first place


First off, throwing out a major design concept on the basis that there's a significant chance that it might hurt the game's competitiveness is one of the worst mistakes a game developer can make. It's been shown time and time again that iterative testing always wins out over the opinions of a focus group of experienced players. There are simply too many factors, both designed and emergent, to make judgments even when one has the entire design at hand, much less the slim information we've been provided with. So you played the pre-alpha, and came away with some concerns about the gameplay. Tell me, what game in the pre-alpha phase hasn't sucked? That's the nature of iterative design: you make a quick prototype, play it out, and fix problems that arise. As for worries that beta will be too late to take MBS out should it prove harmful, I would think Blizzard would be one of the few developers with the financial support and the dedication to go back and re-balance the game around SBS, an easier task considering they have BW to work off of in that case. I mean, if Valve can throw out a game at the beta phase and start over from scratch, both in content and design, to later produce Half-Life, it would be much likelier for Blizzard to throw out a single interface change, especially if it's only design work that has to be redone. Keep in mind that it's unlikely that SC2 will suffer a serious backlash if MBS is tested and found to be helpful and kept, or found to be harmful and tossed. Blizzard's only chances of receiving a backlash are: 1) from the SC community, if MBS is tested, found to be harmful, and kept anyway; and 2) from the WC3 community, if MBS is thrown out because of complaints by SC veterans before even being tested.

Secondly, you asked for a reason why MBS would be good, so I'll give you two: accessibility and forward bases.

It's a fact that easier controls and easier learning curves, exemplified here by MBS, will cause more people to actively participate in multiplayer play (note that I don't mention sales here, but active multiplayer play), which leads to more people eventually becoming competitive players. The reasoning behind this is simple: the vast majority of players must advance beyond the beginner level before they begin to have an interest in serious competitive play, and therefore a multiplayer game must avoid inadvertently putting up roadblocks that keep beginning players from leaving the game before they get to that level. One of the biggest of those roadblocks is when the controls allow veterans to romp all over new players before the latter even get their foot through the door, so to speak. This is only exacerbated when there is an impression (true or false) that the control system was designed to allow a "caste" of players to dominate from the very start of public play. It's one thing to be pwned by a player better than you in all aspects; it's another to be pwned by a player whose primary advantage exists in a better understanding of a complex control system (esp. if the primary method of gaining that understanding is mass repetition).

I don't think anti-MBSers realize how important of a point this is. E-sports cannot survive on the competitiveness of their gameplay alone; they must also be accessible, or be doomed to obscurity. Many examples exist to back this assertion: Painkiller revitalized the deathmatch genre by simplifying the movement system, bringing in many players, most notably voO, to the competitive deathmatch scene (only to lose many of them again when the main game became Quake 4 and the emphasis on movement complexity returned, thus leading to the current state of near-death due to lack of new players); as competitive as it was, the combat flight genre was nearly non-existent in e-sports until Ace Combat 6, which eschews many of the complex controls involved in past combat flight simulators; and Kart Rider, which has achieved a following larger than PGR3 (itself an "arcade" racer) could ever hope to achieve by taking simple controls and ramping up the speed to insane levels. The RTS is easily one of the most complex genres in gaming just by its style of indirect-control, multi-tasking gameplay; therefore, if one wants to draw competitively-minded gamers from other genres, simplifying the controls is the best bet. The RTS genre already exists on the fringes of the international e-sports mainstream (with the exception of WC3, as spectator-unfriendly it might be); why waste one of the biggest opportunities in many years to draw in new players and revitalize the genre?

My second point is more specific, and considerably less important than the above, but you want reasons, so I'll give you reasons. Forward bases, defined here as unit-producing buildings built at expansions closer to the enemy's main, make for inefficient macro in SC beyond the early-mid phase, as it's easier to mass-click a bunch of buildings in one location than bounce from base to base clicking a couple buildings at a time. That's why almost all unit-producing buildings built outside of the main in SC pro play are proxies, and are designed to finish the game there and then or be lost in trying. MBS makes forward bases a viable, indeed standard strategy, as it allows players to produce from buildings in different locations efficiently. Forward bases make the game more interesting as they increase both the reward and the risk of taking territory. Expansions become more valuable, serving as forward staging grounds (due to decreased rallying time) as well as economic sources, but they also become more vulnerable, as the loss of an expansion not only hurts a player's economic capacity but their production capacity as well.

P.S. For anyone who was at Blizzcon, what was the speed set on? I'm genuinely curious, since AFAIK no one's answered this question which has been asked many times.

EDIT: Also, a quick question about automine, which I feel has received less serious inspection: what if auto-mine was kept in, but auto-split was removed? For example, if a player set a rally point on a mineral patch, workers would spawn and head to that patch, and only upon arriving would check for the nearest available patch, as opposed to checking on spawn.
Fuu
Profile Joined May 2006
198 Posts
December 31 2007 10:07 GMT
#121
1esu, a lot of competitive sports are not 'easily' accessible, and it has never been a reason to simplify them. People still can enjoy a lot playing at their level against same level opponents, even if they dont master the mechanics perfectly. Changing the rules to avoid one component of these mechanics would make them indeed more accessible, but less competitive in the end. It doesnt only modify the 'learning curve'.

Guess why its hardly done ?
Motiva
Profile Joined November 2007
United States1774 Posts
December 31 2007 21:09 GMT
#122
On December 31 2007 09:55 IdrA wrote:
ya, that is his point. however he advocates keeping it in and testing it till beta, and if they do that it probably wont come. to justify that there has to be something good that will come of it.
and if something is bad or neutral why would you keep it in the first place



Well... I advocate keeping it in until a larger base of players can play, and any sort of "metagame" can form. Depending on blizzard's vision of the game, this could be Now, It could be internal alpha, it could be any time beta.

My justification is sheer possibility. You may call that weak. I'm going to call it opportunity.

Blizzard's Beta version of Starcraft looks atrocious and blizzard said fuck we fucked up, and they scrambled together what we call Starcraft today. This game isn't even in a full wide company internal alpha... Blizzard's giving it a lot of publicity which means they have a lot of confidence in it.

Also besides a few controversial subjects (this being one of them)... Art perhaps being another... The overall feedback has been really good.

You're going to look at this and acknowledge that this was Starcraft Beta, and then tell me that theres little to no chance that MBS will be removed if it makes it into the Beta?

http://www.geocities.com/area51/comet/2481/beta.html
freelander
Profile Blog Joined December 2004
Hungary4707 Posts
December 31 2007 21:46 GMT
#123
I would like to stay, what we can do now besides arguing and opinion expressing,
we can play now Project Revolution, which is a War3 mod, which tries to recreate StarCraft in 3D.
They just released the terran demo, you can play tvt with it.
It has MBS, afaik you have to press tab to change the selection to the next building.

Good players could test it and say opinions.
And all is illuminated.
IdrA
Profile Blog Joined July 2004
United States11541 Posts
December 31 2007 21:48 GMT
#124
possibility of what? we have been over the concrete ways in which mbs will most likely harm the gameplay. i see no way in which adding mbs will improve the game. the only arguable benefit i could see is making the game more harass/micro focused as players find new applications for their apm. however i dont even think thats a benefit. part of what makes starcraft so good is the balance between macro/micro/strategy, and to maintain that balance theyd have to add another time consuming macro oriented task.. which defeats the whole purpose of mbs. so basically if you add mbs theres almost no way its really going to be a (true) sequel to starcraft and its unlikely to be a very good competitive game.
so unless im wrong on something there, there isnt much of an 'opportunity' at all. certainly not one worth risking anything on.
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Jibba
Profile Blog Joined October 2007
United States22883 Posts
December 31 2007 22:04 GMT
#125
As soon as you claim to completely understand something, you're setting yourself up to be wrong. SC2 is pre-alpha atm and no realistic testing has been done. MBS sucked in the SC2 you guys played at Blizzcon, sure, but it'll be worlds different than Alpha and Beta SC2. Implementing Zerg seems like the most surefire way to derail MBS, but no one knows at this point.

At least Blizzard can very easily revert to SBS when they figure out MBS hurts the game. It'd be much worse for them to work the other way around.
ModeratorNow I'm distant, dark in this anthrobeat
IdrA
Profile Blog Joined July 2004
United States11541 Posts
December 31 2007 22:40 GMT
#126
except it is not a sc2 specific claim.
theres no way to make a good, starcraft-esque competitive game with mbs (without adding a macro-based task similar to sbs that negates the purpose of adding mbs)
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teamsolid
Profile Joined October 2007
Canada3668 Posts
Last Edited: 2007-12-31 23:17:25
December 31 2007 23:04 GMT
#127
On January 01 2008 07:40 IdrA wrote:
theres no way to make a good, starcraft-esque competitive game with mbs (without adding a macro-based task similar to sbs that negates the purpose of adding mbs)

Why are you even debating this if this is the kind of mindset that you hold. Might as well just state your opinion and leave the thread, or just copy/paste this one-liner in response to everyone else's lengthy arguments, rather than "demanding proof" while failing to provide any. Any evidence provided to the contrary is obviously falling upon deaf ears.
talismania
Profile Blog Joined December 2007
United States2364 Posts
December 31 2007 23:27 GMT
#128
I would like to stay, what we can do now besides arguing and opinion expressing,
we can play now Project Revolution, which is a War3 mod, which tries to recreate StarCraft in 3D.
They just released the terran demo, you can play tvt with it.
It has MBS, afaik you have to press tab to change the selection to the next building.

Good players could test it and say opinions.



This is a good idea... I dunno if I can find that experiment design I had in the old thread or not, but surely right now some decent players could get together and test out how mbs affects the competitiveness of matchups. If it tends to reduce the skill ceiling, we will be able to tell because worse players will do better in this mod. If it doesn't then we'll know that mbs doesn't have as big an effect as some people think.
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
December 31 2007 23:36 GMT
#129
On January 01 2008 08:04 teamsolid wrote:
Show nested quote +
On January 01 2008 07:40 IdrA wrote:
theres no way to make a good, starcraft-esque competitive game with mbs (without adding a macro-based task similar to sbs that negates the purpose of adding mbs)

Why are you even debating this if this is the kind of mindset that you hold. Might as well just state your opinion and leave the thread, or just copy/paste this one-liner in response to everyone else's lengthy arguments, rather than "demanding proof" while failing to provide any. Any evidence provided to the contrary is obviously falling upon deaf ears.


do you have any evidence to provide?
SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
IdrA
Profile Blog Joined July 2004
United States11541 Posts
December 31 2007 23:37 GMT
#130
On January 01 2008 08:04 teamsolid wrote:
Show nested quote +
On January 01 2008 07:40 IdrA wrote:
theres no way to make a good, starcraft-esque competitive game with mbs (without adding a macro-based task similar to sbs that negates the purpose of adding mbs)

Why are you even debating this if this is the kind of mindset that you hold. Might as well just state your opinion and leave the thread, or just copy/paste this one-liner in response to everyone else's lengthy arguments, rather than "demanding proof" while failing to provide any. Any evidence provided to the contrary is obviously falling upon deaf ears.

except i, and many others, have already gone over the points that demonstrate how mbs would hurt competitive sc2 in detail many times. read the last few pages of the thread.
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InRaged
Profile Joined February 2007
1047 Posts
Last Edited: 2008-01-01 00:00:50
December 31 2007 23:50 GMT
#131
On January 01 2008 07:40 IdrA wrote:
except it is not a sc2 specific claim.
theres no way to make a good, starcraft-esque competitive game with mbs (without adding a macro-based task similar to sbs that negates the purpose of adding mbs)

and mbs like 5mmmmmmccg*tab*tt*tab*v*tab*s isn't starcraft-esque, right?
On January 01 2008 08:36 fusionsdf wrote:
Show nested quote +
On January 01 2008 08:04 teamsolid wrote:
On January 01 2008 07:40 IdrA wrote:
theres no way to make a good, starcraft-esque competitive game with mbs (without adding a macro-based task similar to sbs that negates the purpose of adding mbs)

Why are you even debating this if this is the kind of mindset that you hold. Might as well just state your opinion and leave the thread, or just copy/paste this one-liner in response to everyone else's lengthy arguments, rather than "demanding proof" while failing to provide any. Any evidence provided to the contrary is obviously falling upon deaf ears.


do you have any evidence to provide?

there is no and won't be any evidence from both sides.

edit: ah, sorry --;; definitely confused meanings. Thank you, teamsolid
teamsolid
Profile Joined October 2007
Canada3668 Posts
Last Edited: 2008-01-01 00:00:29
December 31 2007 23:56 GMT
#132
On January 01 2008 08:37 IdrA wrote:
Show nested quote +
On January 01 2008 08:04 teamsolid wrote:
On January 01 2008 07:40 IdrA wrote:
theres no way to make a good, starcraft-esque competitive game with mbs (without adding a macro-based task similar to sbs that negates the purpose of adding mbs)

Why are you even debating this if this is the kind of mindset that you hold. Might as well just state your opinion and leave the thread, or just copy/paste this one-liner in response to everyone else's lengthy arguments, rather than "demanding proof" while failing to provide any. Any evidence provided to the contrary is obviously falling upon deaf ears.

except i, and many others, have already gone over the points that demonstrate how mbs would hurt competitive sc2 in detail many times. read the last few pages of the thread.

Yes, and many others have also provided plenty of evidence for both sides (pages upon pages arguing in every MBS thread) but there is no concrete "proof" for either one. InRaged, I think you are confusing the definitions between "evidence" and "proof".
IdrA
Profile Blog Joined July 2004
United States11541 Posts
January 01 2008 01:25 GMT
#133
On January 01 2008 08:50 InRaged wrote:
Show nested quote +
On January 01 2008 07:40 IdrA wrote:
except it is not a sc2 specific claim.
theres no way to make a good, starcraft-esque competitive game with mbs (without adding a macro-based task similar to sbs that negates the purpose of adding mbs)

and mbs like 5mmmmmmccg*tab*tt*tab*v*tab*s isn't starcraft-esque, right?

do you people even read the fucking thread
if you dont have to move away from the battle to macro(forced to prioritize between micro and macro) it eliminates some of the diversity that makes starcraft such a good game, it makes it more like warcraft.
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IdrA
Profile Blog Joined July 2004
United States11541 Posts
January 01 2008 01:28 GMT
#134
On January 01 2008 08:56 teamsolid wrote:
Show nested quote +
On January 01 2008 08:37 IdrA wrote:
On January 01 2008 08:04 teamsolid wrote:
On January 01 2008 07:40 IdrA wrote:
theres no way to make a good, starcraft-esque competitive game with mbs (without adding a macro-based task similar to sbs that negates the purpose of adding mbs)

Why are you even debating this if this is the kind of mindset that you hold. Might as well just state your opinion and leave the thread, or just copy/paste this one-liner in response to everyone else's lengthy arguments, rather than "demanding proof" while failing to provide any. Any evidence provided to the contrary is obviously falling upon deaf ears.

except i, and many others, have already gone over the points that demonstrate how mbs would hurt competitive sc2 in detail many times. read the last few pages of the thread.

Yes, and many others have also provided plenty of evidence for both sides (pages upon pages arguing in every MBS thread) but there is no concrete "proof" for either one. InRaged, I think you are confusing the definitions between "evidence" and "proof".

where are you getting the demand for proof from? all we're asking is that he explain how mbs COULD have a positive benefit.
and no there hasnt been valid evidence provided in support of mbs. their main arguments are accessibility for lower level players and removal of a boring repetitive portion of the game, and both of those have been more than adequately refuted.
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teamsolid
Profile Joined October 2007
Canada3668 Posts
Last Edited: 2008-01-01 02:18:01
January 01 2008 02:11 GMT
#135
On January 01 2008 10:28 IdrA wrote:
Show nested quote +
On January 01 2008 08:56 teamsolid wrote:
On January 01 2008 08:37 IdrA wrote:
On January 01 2008 08:04 teamsolid wrote:
On January 01 2008 07:40 IdrA wrote:
theres no way to make a good, starcraft-esque competitive game with mbs (without adding a macro-based task similar to sbs that negates the purpose of adding mbs)

Why are you even debating this if this is the kind of mindset that you hold. Might as well just state your opinion and leave the thread, or just copy/paste this one-liner in response to everyone else's lengthy arguments, rather than "demanding proof" while failing to provide any. Any evidence provided to the contrary is obviously falling upon deaf ears.

except i, and many others, have already gone over the points that demonstrate how mbs would hurt competitive sc2 in detail many times. read the last few pages of the thread.

Yes, and many others have also provided plenty of evidence for both sides (pages upon pages arguing in every MBS thread) but there is no concrete "proof" for either one. InRaged, I think you are confusing the definitions between "evidence" and "proof".

where are you getting the demand for proof from?

On December 31 2007 04:23 IdrA wrote:
Show nested quote +
On December 31 2007 01:39 Motiva wrote:
On December 30 2007 16:16 IdrA wrote:
not really because all youve done is try to marginalize the dangers of introducing/testing mbs (and most of that is based on questionable assumptions)
you still havent given a reason that mbs should be added. only reasons that it might not be horrible.
if there is any risk at all, and no one can deny that there is to some extent, then there has to be something to gain from taking that risk. as far as i can see there really isnt. (especially if you contend that people will buy the game regardless of mbs, as appealing to the masses is one of the general positives for mbs)


Well I think you misunderstood my purpose. I don't think the burden of proof is on me to provide evidence for why it should be in the game. It already is. If it wasn't I certainly wouldn't be for putting it into the game. I however am open to change.

I've attempted to explain why I don't think it's such a great risk. It's certainly much more of a risk than if they maintained SBS... However, making Starcraft 2 is a greater risk than just making more money off of WoW... It's not a matter of risk at this point (pre-alpha) it's simply a matter of exploring possibilities. Some of which are obviously not what the competitive community wants (smartcast, automine, MBS) but without risk there is no such thing as innovation.

I also don't think the burden of proof is on me to provide evidence for it's purpose because I don't even care if it makes it into the game. I'm simply trying to explain what you've admitted, and my purpose is over here. Though it could have gone a lot smoother. lol. I mean I've even argued fairly well as to why it should most definitely not be in the game on a previous thread. I don't know if you've realized that.

the burden of proof has shifted to you


On January 01 2008 10:28 IdrA wrote:
and no there hasnt been valid evidence provided in support of mbs. their main arguments are accessibility for lower level players and removal of a boring repetitive portion of the game, and both of those have been more than adequately refuted.

Neither have been "adequately refuted". They are both in fact valid arguments having numerous direct consequences on the competitive scene, but their importance is however under debate as is every other argument for or against MBS, with many different people having equally as many opinions.
IdrA
Profile Blog Joined July 2004
United States11541 Posts
January 01 2008 04:19 GMT
#136
On January 01 2008 11:11 teamsolid wrote:
Show nested quote +
On January 01 2008 10:28 IdrA wrote:
On January 01 2008 08:56 teamsolid wrote:
On January 01 2008 08:37 IdrA wrote:
On January 01 2008 08:04 teamsolid wrote:
On January 01 2008 07:40 IdrA wrote:
theres no way to make a good, starcraft-esque competitive game with mbs (without adding a macro-based task similar to sbs that negates the purpose of adding mbs)

Why are you even debating this if this is the kind of mindset that you hold. Might as well just state your opinion and leave the thread, or just copy/paste this one-liner in response to everyone else's lengthy arguments, rather than "demanding proof" while failing to provide any. Any evidence provided to the contrary is obviously falling upon deaf ears.

except i, and many others, have already gone over the points that demonstrate how mbs would hurt competitive sc2 in detail many times. read the last few pages of the thread.

Yes, and many others have also provided plenty of evidence for both sides (pages upon pages arguing in every MBS thread) but there is no concrete "proof" for either one. InRaged, I think you are confusing the definitions between "evidence" and "proof".

where are you getting the demand for proof from?

Show nested quote +
On December 31 2007 04:23 IdrA wrote:
On December 31 2007 01:39 Motiva wrote:
On December 30 2007 16:16 IdrA wrote:
not really because all youve done is try to marginalize the dangers of introducing/testing mbs (and most of that is based on questionable assumptions)
you still havent given a reason that mbs should be added. only reasons that it might not be horrible.
if there is any risk at all, and no one can deny that there is to some extent, then there has to be something to gain from taking that risk. as far as i can see there really isnt. (especially if you contend that people will buy the game regardless of mbs, as appealing to the masses is one of the general positives for mbs)


Well I think you misunderstood my purpose. I don't think the burden of proof is on me to provide evidence for why it should be in the game. It already is. If it wasn't I certainly wouldn't be for putting it into the game. I however am open to change.

I've attempted to explain why I don't think it's such a great risk. It's certainly much more of a risk than if they maintained SBS... However, making Starcraft 2 is a greater risk than just making more money off of WoW... It's not a matter of risk at this point (pre-alpha) it's simply a matter of exploring possibilities. Some of which are obviously not what the competitive community wants (smartcast, automine, MBS) but without risk there is no such thing as innovation.

I also don't think the burden of proof is on me to provide evidence for it's purpose because I don't even care if it makes it into the game. I'm simply trying to explain what you've admitted, and my purpose is over here. Though it could have gone a lot smoother. lol. I mean I've even argued fairly well as to why it should most definitely not be in the game on a previous thread. I don't know if you've realized that.

the burden of proof has shifted to you


that was just using the phrase he introduced, read the rest of the posts. we're asking him to explain how he expects mbs to do good.

Show nested quote +
On January 01 2008 10:28 IdrA wrote:
and no there hasnt been valid evidence provided in support of mbs. their main arguments are accessibility for lower level players and removal of a boring repetitive portion of the game, and both of those have been more than adequately refuted.

Neither have been "adequately refuted". They are both in fact valid arguments having numerous direct consequences on the competitive scene, but their importance is however under debate as is every other argument for or against MBS, with many different people having equally as many opinions.
[/quote]
yes they have been. hell read the post at the top of this page. there are many sports that are not easy for beginners to pick up, but they still enjoy playing them vs other players of the same level. you should not lower the overall skill cap to satisfy beginners, because it is unecessary and prevents a competitive upper level from developing.
and as for the repetitive boring portion of the game, that is necessary to maintain the balance between macro/micro/strategy that has been discussed multiple times in literally every thread on the topic.
seriously read the thread or shut the fuck up.
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Amnesty
Profile Joined April 2003
United States2054 Posts
January 01 2008 04:59 GMT
#137
Don't barracks also produce 2 units at a time with a upgrade? Coupled with MBS thats some sick macro anyone could do. I think the game would be pretty silly.
The sky just is, and goes on and on; and we play all our BW games beneath it.
Motiva
Profile Joined November 2007
United States1774 Posts
Last Edited: 2008-01-01 17:02:34
January 01 2008 16:56 GMT
#138
Alright... I don't even know why I'm here to post this. Everything that follows has already been stated, and you're rebuttals have already been stated. But read on?

As for the accessibility of the game affecting it's competitive status. That's just plain silly. There are competitive games out there with relatively simple UI mechanics regardless.

MBS really would have a very minor affect on the accessibility of the game, only slightly helping those that are experienced enough to use hotkeys, but can't use them well.

The real issue here is now whether or not this mechanics that is already in the game for whatever reason blizzard has actually can do good for the game.

With our general knowledge being somewhere around zero if we exclude Starcraft. We really can't tell if the effects generate a better or worse game.

I say this because all we have to go by is SC and how it was. There are also all sorts of tiny little facets in MBS alone, and with proper tweaking that "time that needs to be filled" could very well be filled.

Does it queue to the most efficient building?

Do you have to tab between buildings to make a unit out of them?

If you have 5 barracks selected do you just have to press "m" or "mmmmm" ?

Can you have multiple types of building selected simultaneously??

Can you set rally points with multiple buildings selected?

How does this fit in with the Terran's ability to build multiple marines out of a single barracks simultaneously?

How does this affect Zerg, whom have to worry about larva management, and whom also typically don't consolidate their Hatcheries, but rather have them fairly spread out?

And that's just what I could think of real quick. -- and really if you can think of more, or have productive comments about any of those things I'd be eager to discuss. That is turn this into a discuss instead of an argument. lol

I'm interested in hearing about Project Revolution or whatever it was called, sounded interesting.

The biggest issue most people have with MBS is that it has the potential to destroy the fragile balance of Micro, Macro, and Strategy. There are a few stances you can take on this depending on your bias. Some people may want a "strategy" game to focus soley on strategy. Some people are micro gods and i'm sure they wouldn't be concerned if macro was removed. Anyone bothering to argue here most likely wants some of both, well balanced. Like Starcraft.

However change is going to occur, and we're aiming here to discuss how this change affects what we want out of this game. As for evidence as to why MBS should even be put in, in the first place -- Good luck anything there is not only opinion, but also irrelevant because It's already in the game .

The real discussion is not to provide evidence as to why it should be in the game, but rather to discuss (notice I didn't use the word prove or evidence) as to why we should remove it, or not remove it, as well as any alternatives or tweaks. Hell -- Proper Tweaking could provide something just as integral to SC and SBS.

The remove it side has spoken, I understand their argument and it has very very strong merit.

However, merit is merit and doesn't necessarily denote immediate action. It's still early in this phase of development for the game, and just about anything can happen. I'm sure there are 100 different way to tweak MBS. I'm sure atleast a few of those ways could provide a game with a proper balance.

Then theres the whole spiel on Could the balance in the original been better? I'm going to not even get into that, if someone wishes to, feel free.

From what I've seen from Starcraft2 they are adding a lot of potential for strong micro and strategy tactics that are fairly foreign to what we know and love in Starcraft 1. (Reapers, Blink, Colossus(sp), Viking, Protoss Phase Prisms, Terrain visibility)

You could argue any of those specifics if you like, but the point is theres a lot more different.

Will it still be standard play to only have 1 entrance to your main? Or Will 2 or more be more standard? I'm just saying that there things worth arguing over just as much. (if theres any worth in any of it)

What I'm saying is that Blizzard is going to mess with this balance quite a bit, and we need to acknowledge, discuss, and formulate a concise stance so that when it comes time for us to submit our feedback we can be very precise about what we do like and what we don't like.

The majority of the people I don't think would lose too much sleep if Starcraft 2 was just an upgraded Starcraft 1 with the same units, balance, new graphics, same mechanics, but a lot of cute new additions to bnet ect ect.

I also don't think it's impossible that blizzard could release a game that's thrown Starcraft and Warcraft's micro/macro balances out the window and does something new and cute.

if you dont have to move away from the battle to macro(forced to prioritize between micro and macro) it eliminates some of the diversity that makes starcraft such a good game


As IdrA says, this is an important part of the original game and we do want the players to have to go back to their current base and have a lot of multitasking they have to handle.

My perspective on this is that this is why it's either MBS or Automine but certainly not both. Personally I'd take MBS over Automine. Why?

Automine forces you to go back to your base, You're a zerg player and you're got 5 expansions and you're still using some of your larva for drones. You have to bounce all over the map to assign those drones work, if they're MBSed and Automined that's a bit too simple.

With just automine, the zerg player doesn't really have much of a change the only difference is that they run out of hotkeys for their hatcheries at about this point.

With just MBS the zerg player still has to hotkey hatches for however many hatches they want. They'd be pretty silly if they didn't still divide hatches up among hotkeys for larva management. Yet they also have to bounce back to each expansion to get that little drone mining


gsphdp
Profile Joined January 2008
Korea (South)10 Posts
January 01 2008 17:35 GMT
#139
--- Nuked ---
I have my reasons
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
January 01 2008 18:29 GMT
#140
On January 01 2008 07:40 IdrA wrote:
except it is not a sc2 specific claim.
theres no way to make a good, starcraft-esque competitive game with mbs (without adding a macro-based task similar to sbs that negates the purpose of adding mbs)



Why don't we discuss this instead? Current generation RTS games depend on skill of execution and juggling of tasks to make it competitive and challenging. Either it has SBS or it just requires less skill.
I agree that clicking all your buildings isn't the most meaningful skill to test in an RTS. But removing it is far worse.

Why don't you pro-MBS people start to discuss this? Rather than stop testing a skill completely why not look for a 'more intelligent' replacement?
Surely, a next generation esports based RTS will be different from SC and SC2. Why not theory craft about new types of ways to test macro skill and other base management skills?

IdrA
Profile Blog Joined July 2004
United States11541 Posts
January 01 2008 21:36 GMT
#141
On January 02 2008 01:56 Motiva wrote:
Alright... I don't even know why I'm here to post this. Everything that follows has already been stated, and you're rebuttals have already been stated. But read on?

As for the accessibility of the game affecting it's competitive status. That's just plain silly. There are competitive games out there with relatively simple UI mechanics regardless.

MBS really would have a very minor affect on the accessibility of the game, only slightly helping those that are experienced enough to use hotkeys, but can't use them well.

The real issue here is now whether or not this mechanics that is already in the game for whatever reason blizzard has actually can do good for the game.

With our general knowledge being somewhere around zero if we exclude Starcraft. We really can't tell if the effects generate a better or worse game.

I say this because all we have to go by is SC and how it was. There are also all sorts of tiny little facets in MBS alone, and with proper tweaking that "time that needs to be filled" could very well be filled.

Does it queue to the most efficient building?

Do you have to tab between buildings to make a unit out of them?

If you have 5 barracks selected do you just have to press "m" or "mmmmm" ?

Can you have multiple types of building selected simultaneously??

Can you set rally points with multiple buildings selected?

How does this fit in with the Terran's ability to build multiple marines out of a single barracks simultaneously?

How does this affect Zerg, whom have to worry about larva management, and whom also typically don't consolidate their Hatcheries, but rather have them fairly spread out?

And that's just what I could think of real quick. -- and really if you can think of more, or have productive comments about any of those things I'd be eager to discuss. That is turn this into a discuss instead of an argument. lol

I'm interested in hearing about Project Revolution or whatever it was called, sounded interesting.

The biggest issue most people have with MBS is that it has the potential to destroy the fragile balance of Micro, Macro, and Strategy. There are a few stances you can take on this depending on your bias. Some people may want a "strategy" game to focus soley on strategy. Some people are micro gods and i'm sure they wouldn't be concerned if macro was removed. Anyone bothering to argue here most likely wants some of both, well balanced. Like Starcraft.

However change is going to occur, and we're aiming here to discuss how this change affects what we want out of this game. As for evidence as to why MBS should even be put in, in the first place -- Good luck anything there is not only opinion, but also irrelevant because It's already in the game .

The real discussion is not to provide evidence as to why it should be in the game, but rather to discuss (notice I didn't use the word prove or evidence) as to why we should remove it, or not remove it, as well as any alternatives or tweaks. Hell -- Proper Tweaking could provide something just as integral to SC and SBS.

The remove it side has spoken, I understand their argument and it has very very strong merit.

However, merit is merit and doesn't necessarily denote immediate action. It's still early in this phase of development for the game, and just about anything can happen. I'm sure there are 100 different way to tweak MBS. I'm sure atleast a few of those ways could provide a game with a proper balance.

Then theres the whole spiel on Could the balance in the original been better? I'm going to not even get into that, if someone wishes to, feel free.

From what I've seen from Starcraft2 they are adding a lot of potential for strong micro and strategy tactics that are fairly foreign to what we know and love in Starcraft 1. (Reapers, Blink, Colossus(sp), Viking, Protoss Phase Prisms, Terrain visibility)

You could argue any of those specifics if you like, but the point is theres a lot more different.

Will it still be standard play to only have 1 entrance to your main? Or Will 2 or more be more standard? I'm just saying that there things worth arguing over just as much. (if theres any worth in any of it)

What I'm saying is that Blizzard is going to mess with this balance quite a bit, and we need to acknowledge, discuss, and formulate a concise stance so that when it comes time for us to submit our feedback we can be very precise about what we do like and what we don't like.

The majority of the people I don't think would lose too much sleep if Starcraft 2 was just an upgraded Starcraft 1 with the same units, balance, new graphics, same mechanics, but a lot of cute new additions to bnet ect ect.

I also don't think it's impossible that blizzard could release a game that's thrown Starcraft and Warcraft's micro/macro balances out the window and does something new and cute.

Show nested quote +
if you dont have to move away from the battle to macro(forced to prioritize between micro and macro) it eliminates some of the diversity that makes starcraft such a good game


As IdrA says, this is an important part of the original game and we do want the players to have to go back to their current base and have a lot of multitasking they have to handle.

My perspective on this is that this is why it's either MBS or Automine but certainly not both. Personally I'd take MBS over Automine. Why?

Automine forces you to go back to your base, You're a zerg player and you're got 5 expansions and you're still using some of your larva for drones. You have to bounce all over the map to assign those drones work, if they're MBSed and Automined that's a bit too simple.

With just automine, the zerg player doesn't really have much of a change the only difference is that they run out of hotkeys for their hatcheries at about this point.

With just MBS the zerg player still has to hotkey hatches for however many hatches they want. They'd be pretty silly if they didn't still divide hatches up among hotkeys for larva management. Yet they also have to bounce back to each expansion to get that little drone mining



it doesnt matter if MBS is already in or not, because theyve said theyre willing to remove it if it negatively affects the game. we've made the case for how it will negatively affect the game. if you dont have something better(or anythign at all) supporting its potential positive impacts then it should be removed
and, oddly enough, you still havent even given POTENTIAL positives, you raised a bunch of questions, thats it. the only real point you had was that it might be ok to vary from the micro/macro/strategy balance of sc because of some of the new micro/harass possibilities. once again warcraft is the micro based game line, if they want to go in that direction they can make warcraft4(and they have said they want to keep the 2 game lines seperate).
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DevAzTaYtA
Profile Blog Joined October 2002
Oman2005 Posts
Last Edited: 2008-01-01 23:26:24
January 01 2008 22:43 GMT
#142

the only real point you had was that it might be ok to vary from the micro/macro/strategy balance of sc because of some of the new micro/harass possibilities. once again warcraft is the micro based game line, if they want to go in that direction they can make warcraft4(and they have said they want to keep the 2 game lines seperate).


although i am anti-MBS, i want to point out that this argument does not hold. SBS is not starcraft-specific and MBS is not warcraft-specific. it was only war3 that took the turn for a more micro-based game. the prequels were generally pretty macro-based (depending on what speed you played on) and had SBS.

so i think in this argument we should be looking more towards the time-line rather than game-line. blizzards number one reason for wanting to include MBS, i bet, is because otherwise it would look like the interface has gone back in time. you can make any pro-MBS argument you want (wait, are there any?), but in the end that is what it boils down to. but why the company seems to think it needs to allow us to be able to select more shit with each new game is beyond me.

if we take a look at blizzard's four RTS games over time, we see that as the interface has supposedly gotten friendlier and friendlier, the shift in the macro/micro balance has swayed more and more towards micro*. the way i see it, they truly hit the jackpot with starcraft - it had the perfect balance of each. i so hope blizzard realizes this too and doesn't go over the edge like it did with war3, providing us with a game that has too much focus on micro and nothing for us to be worried about in the back of our minds.

also, i personally think trying to come up with ways to recreate the balance is completely redundant. i say just stick with what has worked so well in the past.

edit: *actually, i think war1 might have been more micro based than war2, but you get the point.
IdrA
Profile Blog Joined July 2004
United States11541 Posts
January 01 2008 23:48 GMT
#143
theyve specifically said in interviews that they are trying to keep the game lines on those two seperate paths.
they were asked if they were adding more spellcasters and abilities to sc2, and they said no because they wanted to keep the micro/spell intensive aspect of gameplay in the warcraft world while staying with the more macro focused starcraft.
reality may not coincide with that but theoretically thats what theyre aiming for.
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1esu
Profile Joined April 2007
United States303 Posts
Last Edited: 2008-01-02 00:25:19
January 02 2008 00:01 GMT
#144
On December 31 2007 19:07 Fuu wrote:
1esu, a lot of competitive sports are not 'easily' accessible, and it has never been a reason to simplify them. People still can enjoy a lot playing at their level against same level opponents, even if they dont master the mechanics perfectly. Changing the rules to avoid one component of these mechanics would make them indeed more accessible, but less competitive in the end. It doesnt only modify the 'learning curve'.

Guess why its hardly done ?


Well, I'm approaching SC2 as a competitive video game. A competitive sport usually has an extensive support network that teaches players the sport from a young age, and most sports' popularity in a given area extends from the size/effectiveness of their support networks. It also helps that the execution of most actions taken by players in sports is intuitive, as they directly involve the body. The most popular competitive board games, such as Go and Chess, follow the same model: extensive support networks and intuitive actions. Competitive video games, on the other hand, have minimal support networks for teaching new players, and the player's actions must be executed through a non-intuitive medium. Therefore, the best competitive games must have a mix of accessibility and competitiveness. SC was accessible when it came out primarily because of the point-and-click interface (the hotkey system being reserved for experts). However, given that there will be a significant section of SC2's incoming players who are already extremely proficient with the advanced controls, and that the rest of the industry has moved away from complex controls towards simpler ones in the past decade, it's easy to see how SC2 could benefit as a competitive game from making the game more accessible by simplifying the controls. It's also true that you could go the other direction and make SC2 more accessible by creating a larger support network, but that's a much riskier direction as such networks are initiated by the players, not the developers (for example, it would break immersion in the singleplayer if the player was directly taught macro).

However, I doubt you or any of the other anti-MBSers are approaching SC and SC2 as competitive games; rather, you're considering them as two parts of the same sport, and are therefore solely concerned with how the changes will affect the competitiveness of the game.
Unfortunately, sequels are developed with a different mindset than expansion packs; developers usually use sequels as opportunities to innovate in different directions from the gameplay of its predecessor. For example, despite relatively few changes on the surface, Halo 2's pace changed so greatly that the best Halo player at the time was forced to retire. Another example would be CS 1.6 and CS:Source, which are slowly evolving into separate sports, like Rugby Union and Rugby League. If you want to view SC as a sport, I think the best course would be to allow SC and SC2 to evolve in different directions much like 1.6 and Source are; after all, did rugby players give up when American football evolved out of their sport? I mean, it's likely that this dichotomy is going to exist regardless of what the foreign SC community does; why would you expect the Korean proscene to give up all they've worked towards to back SC2, even if it ends up being a carbon copy of BW with new units, until it's proven its worth over time? I'd easily bet money that the SC proscene will exist in Korea at least 2 years after SC2 is released. If anyone's worried about the marketability of SC in the international e-sports market, keep in mind that Blizzard has conveniently put all the old SC units in the editor, so it'd be easy to make SC:BW in the new engine; heck, Blizzard might even make a new version themselves. Or perhaps they could make a Starcraft HD, much like Capcom's release of Street Fighter and Super Puzzle Fighter in HD. The point is that both Blizzard and the e-sports scene would benefit from a coexistence of the two games in the market, but this can only happen if SC2 is different enough from SC to keep the former from replacing the latter. Personally, I think this would be the best possible case, as SC is a unique gem of emergent gameplay, and it shouldn't be thrown away simply because its sequel is being produced.


I say this because all we have to go by is SC and how it was. There are also all sorts of tiny little facets in MBS alone, and with proper tweaking that "time that needs to be filled" could very well be filled.

Does it queue to the most efficient building?

Do you have to tab between buildings to make a unit out of them?

If you have 5 barracks selected do you just have to press "m" or "mmmmm" ?

Can you have multiple types of building selected simultaneously??

Can you set rally points with multiple buildings selected?

How does this fit in with the Terran's ability to build multiple marines out of a single barracks simultaneously?

How does this affect Zerg, whom have to worry about larva management, and whom also typically don't consolidate their Hatcheries, but rather have them fairly spread out?


As of its last known implementation, MBS works as follows: When the player has a building selected, they can shift-click other buildings of the same type, and then can issue commands to all selected buildings with a single click or group them to a hotkey.

What this means in terms of gameplay is that while all buildings of one type (e.g. gateways) can be controlled by a single group hotkey, gameplay that requires a mix of several units built by gateways will lead to players using multiple hotkeys for their gateways. When one factors in the buildings of other types, the hotkey usage could easily approach that required by SC macro. Also, features like reactors and the merc haven, which produce units differently from the norm, will likely require buildings with those features to be set on their own hotkeys, or be handled directly using SBS, for maximum efficiency.

However, the real issue is that the player is no longer required to go back to their base to directly produce units even in the lategame, as the player will not run out of hotkeys as inevitably as in SBS. But keep in mind that the player will have to go back to their base to individually regroup buildings to hotkey groups every time they want to change their unit distribution. The more focus on gameplay elements that encourage frequent changes in unit distribution, e.g. harder yet properly-balanced unit counters, the more players will have to go back to their base. Also, players will still have to go back to their bases for ordering upgrades, as it's an inefficient use of hotkeys to group upgrade buildings.

As for the Zerg, as long as they maintain their hatchery-based production system, my best suggestion would be to not allow MBS for hatcheries, but allow the players to select the hatchery and its larvae simultaneously, thus negating the need for the s key. Zerg players would not have to go back to their base to change unit distribution, but if they want more than one type of unit produced out of a single hatchery, they will have to individually select them anyways, so the two systems should balance out.
Motiva
Profile Joined November 2007
United States1774 Posts
Last Edited: 2008-01-02 00:43:42
January 02 2008 00:36 GMT
#145
On January 02 2008 06:36 IdrA wrote:
Show nested quote +
On January 02 2008 01:56 Motiva wrote:
Alright... I don't even know why I'm here to post this. Everything that follows has already been stated, and you're rebuttals have already been stated. But read on?

As for the accessibility of the game affecting it's competitive status. That's just plain silly. There are competitive games out there with relatively simple UI mechanics regardless.

MBS really would have a very minor affect on the accessibility of the game, only slightly helping those that are experienced enough to use hotkeys, but can't use them well.

The real issue here is now whether or not this mechanics that is already in the game for whatever reason blizzard has actually can do good for the game.

With our general knowledge being somewhere around zero if we exclude Starcraft. We really can't tell if the effects generate a better or worse game.

I say this because all we have to go by is SC and how it was. There are also all sorts of tiny little facets in MBS alone, and with proper tweaking that "time that needs to be filled" could very well be filled.

Does it queue to the most efficient building?

Do you have to tab between buildings to make a unit out of them?

If you have 5 barracks selected do you just have to press "m" or "mmmmm" ?

Can you have multiple types of building selected simultaneously??

Can you set rally points with multiple buildings selected?

How does this fit in with the Terran's ability to build multiple marines out of a single barracks simultaneously?

How does this affect Zerg, whom have to worry about larva management, and whom also typically don't consolidate their Hatcheries, but rather have them fairly spread out?

And that's just what I could think of real quick. -- and really if you can think of more, or have productive comments about any of those things I'd be eager to discuss. That is turn this into a discuss instead of an argument. lol

I'm interested in hearing about Project Revolution or whatever it was called, sounded interesting.

The biggest issue most people have with MBS is that it has the potential to destroy the fragile balance of Micro, Macro, and Strategy. There are a few stances you can take on this depending on your bias. Some people may want a "strategy" game to focus soley on strategy. Some people are micro gods and i'm sure they wouldn't be concerned if macro was removed. Anyone bothering to argue here most likely wants some of both, well balanced. Like Starcraft.

However change is going to occur, and we're aiming here to discuss how this change affects what we want out of this game. As for evidence as to why MBS should even be put in, in the first place -- Good luck anything there is not only opinion, but also irrelevant because It's already in the game .

The real discussion is not to provide evidence as to why it should be in the game, but rather to discuss (notice I didn't use the word prove or evidence) as to why we should remove it, or not remove it, as well as any alternatives or tweaks. Hell -- Proper Tweaking could provide something just as integral to SC and SBS.

The remove it side has spoken, I understand their argument and it has very very strong merit.

However, merit is merit and doesn't necessarily denote immediate action. It's still early in this phase of development for the game, and just about anything can happen. I'm sure there are 100 different way to tweak MBS. I'm sure atleast a few of those ways could provide a game with a proper balance.

Then theres the whole spiel on Could the balance in the original been better? I'm going to not even get into that, if someone wishes to, feel free.

From what I've seen from Starcraft2 they are adding a lot of potential for strong micro and strategy tactics that are fairly foreign to what we know and love in Starcraft 1. (Reapers, Blink, Colossus(sp), Viking, Protoss Phase Prisms, Terrain visibility)

You could argue any of those specifics if you like, but the point is theres a lot more different.

Will it still be standard play to only have 1 entrance to your main? Or Will 2 or more be more standard? I'm just saying that there things worth arguing over just as much. (if theres any worth in any of it)

What I'm saying is that Blizzard is going to mess with this balance quite a bit, and we need to acknowledge, discuss, and formulate a concise stance so that when it comes time for us to submit our feedback we can be very precise about what we do like and what we don't like.

The majority of the people I don't think would lose too much sleep if Starcraft 2 was just an upgraded Starcraft 1 with the same units, balance, new graphics, same mechanics, but a lot of cute new additions to bnet ect ect.

I also don't think it's impossible that blizzard could release a game that's thrown Starcraft and Warcraft's micro/macro balances out the window and does something new and cute.

if you dont have to move away from the battle to macro(forced to prioritize between micro and macro) it eliminates some of the diversity that makes starcraft such a good game


As IdrA says, this is an important part of the original game and we do want the players to have to go back to their current base and have a lot of multitasking they have to handle.

My perspective on this is that this is why it's either MBS or Automine but certainly not both. Personally I'd take MBS over Automine. Why?

Automine forces you to go back to your base, You're a zerg player and you're got 5 expansions and you're still using some of your larva for drones. You have to bounce all over the map to assign those drones work, if they're MBSed and Automined that's a bit too simple.

With just automine, the zerg player doesn't really have much of a change the only difference is that they run out of hotkeys for their hatcheries at about this point.

With just MBS the zerg player still has to hotkey hatches for however many hatches they want. They'd be pretty silly if they didn't still divide hatches up among hotkeys for larva management. Yet they also have to bounce back to each expansion to get that little drone mining



it doesnt matter if MBS is already in or not, because theyve said theyre willing to remove it if it negatively affects the game. we've made the case for how it will negatively affect the game. if you dont have something better(or anythign at all) supporting its potential positive impacts then it should be removed
and, oddly enough, you still havent even given POTENTIAL positives, you raised a bunch of questions, thats it. the only real point you had was that it might be ok to vary from the micro/macro/strategy balance of sc because of some of the new micro/harass possibilities. once again warcraft is the micro based game line, if they want to go in that direction they can make warcraft4(and they have said they want to keep the 2 game lines seperate).



Hmmm I don't know how else to convey this but:

I don't think it matters if MBS is already in or not because they're in the middle of testing it and will continue to test it until it's finalized or removed. You've made a case for how you feel it negatively affecst the game. I don't have any substantial evidence I can personally provides at this exact moment that states it will have a direct positive effect. Just because I don't have such evidence does not mean that someone else (blizzard) should stop testing it.

Not so oddly enough I still haven't even given potential positives because I haven't played the game yet. I did however posit a bunch of questions of which the aim was to simply show that MBS can be tweaked and manipulated into something in which the "negative effects" you provide can be negated.

I did state that it might be acceptable to vary from the current micro/macro/strategy balance of starcraft for some new possibilities (not even specificly micro/harass looking at Warp Gate, and Barracks Add-Ons ect ect We havent even seen zerg yet).

Once again Warcraft 3 is much more micro based but it's also almost completely deviod of any macro not just the tiny little aspect that is how you select your buildings. There is no economy, theres upkeep, a much smaller unit cap AND a greater focus on micro. If they were to go into that direction the game would be a different name so stop being silly.


lol.

This thread should be retitled to MBS Argumentation unless the Anti-MBS people are willing dicuss more about MBS than just taking it out. We already know why to take it out. Some of us though see a new feature that is currently not ideal for the competitive scene, but that doesn't mean we also feel it needs to be removed pre-alpha. Test it. Tweak it. Play it. Tweak. it. Discuss it. Remove it or Keep it.

EDIT: IdrA what exactly is it about MBS that you dislike the most? The reduced number of keystrokes or that they're not required to go back to manage their base as much? or something else?
Motiva
Profile Joined November 2007
United States1774 Posts
January 02 2008 00:42 GMT
#146
On January 02 2008 09:01 1esu wrote:
Show nested quote +
On December 31 2007 19:07 Fuu wrote:
1esu, a lot of competitive sports are not 'easily' accessible, and it has never been a reason to simplify them. People still can enjoy a lot playing at their level against same level opponents, even if they dont master the mechanics perfectly. Changing the rules to avoid one component of these mechanics would make them indeed more accessible, but less competitive in the end. It doesnt only modify the 'learning curve'.

Guess why its hardly done ?


Well, I'm approaching SC2 as a competitive video game. A competitive sport usually has an extensive support network that teaches players the sport from a young age, and most sports' popularity in a given area extends from the size/effectiveness of their support networks. It also helps that the execution of most actions taken by players in sports is intuitive, as they directly involve the body. The most popular competitive board games, such as Go and Chess, follow the same model: extensive support networks and intuitive actions. Competitive video games, on the other hand, have minimal support networks for teaching new players, and the player's actions must be executed through a non-intuitive medium. Therefore, the best competitive games must have a mix of accessibility and competitiveness. SC was accessible when it came out primarily because of the point-and-click interface (the hotkey system being reserved for experts). However, given that there will be a significant section of SC2's incoming players who are already extremely proficient with the advanced controls, and that the rest of the industry has moved away from complex controls towards simpler ones in the past decade, it's easy to see how SC2 could benefit as a competitive game from making the game more accessible by simplifying the controls. It's also true that you could go the other direction and make SC2 more accessible by creating a larger support network, but that's a much riskier direction as such networks are initiated by the players, not the developers (for example, it would break immersion in the singleplayer if the player was directly taught macro).

However, I doubt you or any of the other anti-MBSers are approaching SC and SC2 as competitive games; rather, you're considering them as two parts of the same sport, and are therefore solely concerned with how the changes will affect the competitiveness of the game.
Unfortunately, sequels are developed with a different mindset than expansion packs; developers usually use sequels as opportunities to innovate in different directions from the gameplay of its predecessor. For example, despite relatively few changes on the surface, Halo 2's pace changed so greatly that the best Halo player at the time was forced to retire. Another example would be CS 1.6 and CS:Source, which are slowly evolving into separate sports, like Rugby Union and Rugby League. If you want to view SC as a sport, I think the best course would be to allow SC and SC2 to evolve in different directions much like 1.6 and Source are; after all, did rugby players give up when American football evolved out of their sport? I mean, it's likely that this dichotomy is going to exist regardless of what the foreign SC community does; why would you expect the Korean proscene to give up all they've worked towards to back SC2, even if it ends up being a carbon copy of BW with new units, until it's proven its worth over time? I'd easily bet money that the SC proscene will exist in Korea at least 2 years after SC2 is released. If anyone's worried about the marketability of SC in the international e-sports market, keep in mind that Blizzard has conveniently put all the old SC units in the editor, so it'd be easy to make SC:BW in the new engine; heck, Blizzard might even make a new version themselves. Or perhaps they could make a Starcraft HD, much like Capcom's release of Street Fighter and Super Puzzle Fighter in HD. The point is that both Blizzard and the e-sports scene would benefit from a coexistence of the two games in the market, but this can only happen if SC2 is different enough from SC to keep the former from replacing the latter. Personally, I think this would be the best possible case, as SC is a unique gem of emergent gameplay, and it shouldn't be thrown away simply because its sequel is being produced.

Show nested quote +

I say this because all we have to go by is SC and how it was. There are also all sorts of tiny little facets in MBS alone, and with proper tweaking that "time that needs to be filled" could very well be filled.

Does it queue to the most efficient building?

Do you have to tab between buildings to make a unit out of them?

If you have 5 barracks selected do you just have to press "m" or "mmmmm" ?

Can you have multiple types of building selected simultaneously??

Can you set rally points with multiple buildings selected?

How does this fit in with the Terran's ability to build multiple marines out of a single barracks simultaneously?

How does this affect Zerg, whom have to worry about larva management, and whom also typically don't consolidate their Hatcheries, but rather have them fairly spread out?


As of its last known implementation, MBS works as follows: When the player has a building selected, they can shift-click other buildings of the same type, and then can issue commands to all selected buildings with a single click or group them to a hotkey.

What this means in terms of gameplay is that while all buildings of one type (e.g. gateways) can be controlled by a single group hotkey, gameplay that requires a mix of several units built by gateways will lead to players using multiple hotkeys for their gateways. When one factors in the buildings of other types, the hotkey usage could easily approach that required by SC macro. Also, features like reactors and the merc haven, which produce units differently from the norm, will likely require buildings with those features to be set on their own hotkeys, or be handled directly using SBS, for maximum efficiency.

However, the real issue is that the player is no longer required to go back to their base to directly produce units even in the lategame, as the player will not run out of hotkeys as inevitably as in SBS. But keep in mind that the player will have to go back to their base to individually regroup buildings to hotkey groups every time they want to change their unit distribution. The more focus on gameplay elements that encourage frequent changes in unit distribution, e.g. harder yet properly-balanced unit counters, the more players will have to go back to their base. Also, players will still have to go back to their bases for ordering upgrades, as it's an inefficient use of hotkeys to group upgrade buildings.

As for the Zerg, as long as they maintain their hatchery-based production system, my best suggestion would be to not allow MBS for hatcheries, but allow the players to select the hatchery and its larvae simultaneously, thus negating the need for the s key. Zerg players would not have to go back to their base to change unit distribution, but if they want more than one type of unit produced out of a single hatchery, they will have to individually select them anyways, so the two systems should balance out.



I know how current MBS works. Those questions were fairly rhetorical, aiming to evoke thought such as "Hey MBS sucks for our current perception of how we want Starcraft 2, perhaps with enough tweaking and thinking we can produce something that is better than what we currently have within Starcraft1"

I'm not a huge fan of what you say about the MBS w/ Zerg. I'd rather have to just tell each larva selected what to be individualy

5sd for 6 drones = 5sdddddd or 5sddd6sddd depending on how you're hatcheries are placed on the map.
Motiva
Profile Joined November 2007
United States1774 Posts
Last Edited: 2008-01-02 01:07:42
January 02 2008 01:06 GMT
#147
While I hate to create consecutive posts as opposed to taking on additional notes w/ edits. I feel this should just be a little side post.

Tasteless, and Testie, and a few others I think did play the game at blizzcon as they've said. I just have a question and that is.

When you were given the private showing and allowed to play for that hour or whatever it was. Afterwards did any blizzard official ask for guys for feedback? If so, What did you tell them?

I'm just wondering how aware blizzard already is of the dislike of MBS. I just read IdrA's interview and i'm just curious how much of this message the pro's and ect have conveyed this and more importantly why they don't like it.
talismania
Profile Blog Joined December 2007
United States2364 Posts
January 02 2008 02:06 GMT
#148
this is a bit of a sidenote, but I was reminded of it by (one of) motiva's posts. how will automine actually work for zerg? I mean, will hatcheries have two rally points, one for combat, one for workers? I wonder how this will be addressed. seems like zerg get shafted in that respect, if production works the same as it did originally...


InRaged
Profile Joined February 2007
1047 Posts
January 02 2008 02:35 GMT
#149
On January 01 2008 13:19 IdrA wrote:
and as for the repetitive boring portion of the game, that is necessary to maintain the balance between macro/micro/strategy that has been discussed multiple times in literally every thread on the topic.
seriously read the thread or shut the fuck up.

ok, stop right here. For the beginning let's check again some factual mbs advantages over sbs, that you for some reason happily ignore. Factual, not some vapory advantages.
- dramatically increased usability of rally-pointing concept
- warp-in concept for protoss
these are clear and to out-weight at least these 2 reasons to include mbs you need something more serious than suppositions of how mbs might possibly decrease starcraft2 competitiveness. And with every month of discussion it's only becoming clearer - without beta-test there won't be any proofs.

You think I asked about 5mmmmmmccg*tab*tt*tab*v*tab*s (I will call it shortly 1c1u mbs, what means 1 click - 1 unit mbs) for the sake of asking your opinion? No. I saw that was asked before and was usually answered with same loose and ungrounded "counter-argument" that it removes 'return to base' aspect, which in its turn allegedly helps to differentiate macro and micro style. This is very clever way to answer. You know, completely avoiding some risky points and at the same time keep posting that mbs takes away skills and requires less multitasking.
Well, the "problem" of 1c1u mbs - disappearing of 'return to base' aspect - is it's only problem left from regular mbs. It's in no way reduces macro aspect of the game, as time consuming as sbs, but it's still mbs.

Comparison of 1c1u mbs with 'clicking at buildings' and 6z7z8z9z:

I. Clicking at buildings:
  • 1. Game role. After early-mid game is most common way to macro
  • 2. Skill-set. The least of all three. No need to spend time hotkeying buildings (not true for other two styles).
  • 3. Rally points concept. Only basic functions. Almost unusable.

II. 6z7z8z9z:
  • 1. Game role. Very limited. Early game of every match up utilize simple version of this style but very soon players are forced to mix or completely switch to 'clicking at buildings'.
  • 2. Skill-set. Hand speed and coordination. Favors multitasking in sense of mini-map control and micro/army control.
    Not only you can keep visual contact with your army while doing combo but you can check suspicious points at mini-map without interrupting macro sequence and this is most skillful part of this macro style.
  • 3. Rally points concept. Comfortable, but as soon as number of buildings exceeds number of hotkeys it becomes unusable.

III. 1c1u MBS:
  • 1. Game role. Takes advantages from 6z7z8z9z and removes its limits. Nothing else but this macro style for whole game completely replacing 'clicking at buildings' style.
  • 2. Skill-set. Favors multitasking allowing mixing macro with mini-map control or micro/army control.
    Building units alone takes as much effort as in 'clicking at buildings' part but since it requires only one hand, player with good multitasking can extend his attention over mini-map and army. It's slightly easier to do than with 6z7z8z9z, because left hand doing easier task, but with dramatically increased game role, player would do that much more often and gained advantage over player who lacks in this aspect would be more sizable. In mid-late game, when number of production buildings is especially big, player with great multitasking and attention would be able to interrupt macro sequence performing fast micro moves without losing game pace - 5zdzdzdz*saves shuttle from turret*5dddtt6pppp*tab*oo. And again, in contrast with 'clicking at buildings' style, hotkeying buildings is necessary.
  • 3. Rally points concept. On its fullest.
Motiva
Profile Joined November 2007
United States1774 Posts
January 02 2008 03:49 GMT
#150
InRaged makes a few good points in my opinion. I like his "1c1u" concept, but I am against the tabbing. As well as against tabbing if for instance you have 5zealots and 1 high templar you shouldn't be able to tab and select a "high templar subgroup" -- like Warcraft 3... I'm not down with that.

Another alternative would be additional hotkeys. The whole Shift/mouse scroll to add layers of 1 through 0 is alittle clunky and I think there are better solutions.

One idea that comes to mind immediately is the F keys.

1 though 0 and F1-F12 could all be bindable to locations on the map, and or units and buildings.

In other words simply consolidate the functionality of both to allow for twice as much of both.
Jibba
Profile Blog Joined October 2007
United States22883 Posts
January 02 2008 14:18 GMT
#151
Just a thought, is there a way we could analyze demos and get concrete evidence on the number of clicks players devote to macroing/microing ?

I know it wouldn't be perfect, but just to see a real % on how SC players divide their attention. BWchart seems pretty close to this, if you could just count the actions a player makes moving units around vs. the actions for building things. Then do the same with WC3. Then we could see a nice representation of just how dissimilar the two games are.
ModeratorNow I'm distant, dark in this anthrobeat
2BearqLoza
Profile Joined December 2007
134 Posts
January 02 2008 21:05 GMT
#152
I started playing SC after watching Blizzcon (last one)... 2 ppl who had most influence were Savior, who fascinated me with his games, and Tasteless, who presented all games he shoutcasted in such a great way that I stopped playing everything else and focused on SC only...
I`m not playing SC as much as I`m watching VODs all the time. I have to say that those crazy Koreans are .... well crazy I remember Mondragon`s words "Savior is a MONSTER!"
Anyway, I really enjoy watching those games, cuz they show something I`ll prolly never be able to do... I used to play Warcraft3(TFT), but watching Grubby,Tod,Creo etc. just become meaningless after watching some SC games...
The reason I`m against MBS is cuz ppl who are pro gamers wont be able to show their 100%, cuz every moron can put 20 rax to 1 hotkey and mass units. Also if they implement smartcasting... well, lets just say that we wont be seeing boxer`s medics blinding obs then raping helpless carriers in the next pimpest play... EVERYONE will be able to do it, so it wont be "pimp" anymore.... Neither will be storming or swarming...
I dont have anything to say about automining, just dont have an attitude `bout itd atm....
But I agree that we should wait, cuz SC2 is still in Alpha(or pre-Alpha),and when it hits beta, and more ppl try it, I think whining will be more intense, from both "pro" and "con" MBS sides, and then will Blizz decide what to do.... Even if they today give statement that they will not implement MBS,smartcast etc, they can change their minds like 200 times `till game hits shelves...And vice versa.....
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
January 04 2008 10:05 GMT
#153
I just want to point out the similarities between PRO-MBS and this idea : http://www.teamliquid.net/forum/viewmessage.php?topic_id=64720
..and then I would, ya know, check em'. (Aka SpoR)
5HITCOMBO
Profile Joined March 2006
Japan2239 Posts
January 04 2008 23:23 GMT
#154
My personal thoughts:

MBS should be included, but the only action that you should be able to do for all buildings at once is setting a rally point (i.e. ctrl-click gateways, right click rally point). You cannot select buildings of different types in different groups and produce units (i.e. starports and gateways have to be selected individually to produce units - you can still set their rally points together). You should still have to queue up units one at a time, but they should queue in order of selection and availability (i.e. gateways 1-6 are selected, gateway 1 is making a zealot, you hit z to queue another zealot, gateway 2 queues a zealot for production). If you want to queue more than one unit into a gateway, select the gate individually. If gates 1-6 are queued to produce units, the next unit queued should go into the gate that will be available next (i.e. gates 1-5 have 10 seconds until their unit comes out, gate 6 has 4 seconds; the next unit queued goes into queue at gate 6).

This seems like a decent compromise to me. And of course, drones have separate rally points from units for auto-mining .
I live in perpetual fear of terrorists and studio gangsters
Fen
Profile Blog Joined June 2006
Australia1848 Posts
January 05 2008 00:00 GMT
#155
On January 05 2008 08:23 5HITCOMBO wrote:
My personal thoughts:

MBS should be included, but the only action that you should be able to do for all buildings at once is setting a rally point (i.e. ctrl-click gateways, right click rally point). You cannot select buildings of different types in different groups and produce units (i.e. starports and gateways have to be selected individually to produce units - you can still set their rally points together). You should still have to queue up units one at a time, but they should queue in order of selection and availability (i.e. gateways 1-6 are selected, gateway 1 is making a zealot, you hit z to queue another zealot, gateway 2 queues a zealot for production). If you want to queue more than one unit into a gateway, select the gate individually. If gates 1-6 are queued to produce units, the next unit queued should go into the gate that will be available next (i.e. gates 1-5 have 10 seconds until their unit comes out, gate 6 has 4 seconds; the next unit queued goes into queue at gate 6).

This seems like a decent compromise to me. And of course, drones have separate rally points from units for auto-mining .


This really isnt a comprimise at all though. Most of the Anti-MBS arguments revolve around players needing to divert their attention to multiple places on the map rather than just watching your army and doing all your macro from hotkeys. The 1click1unit style is no closer to what the Anti-MBS'ers want than what is currently in the game.

A good comprimise in my opinion would be to allow MBS, but not to allow hotkeying of multiple buildings. Therefore you would still need to go back to base to macro, but instead of clicking all your barracks individually and individually giving them a marine build order, you could double click or crtl click a barracks, which would select them all, and then 1 click of the m button could have them all producing marines.
liosama
Profile Blog Joined October 2007
Australia843 Posts
January 05 2008 03:01 GMT
#156
On January 04 2008 19:05 CharlieMurphy wrote:
I just want to point out the similarities between PRO-MBS and this idea : http://www.teamliquid.net/forum/viewmessage.php?topic_id=64720




AHHAHAHHAHAHHAHHAHA
Free Palestine
1esu
Profile Joined April 2007
United States303 Posts
Last Edited: 2008-01-05 05:06:00
January 05 2008 05:04 GMT
#157
On January 05 2008 09:00 Fen wrote:
Show nested quote +
On January 05 2008 08:23 5HITCOMBO wrote:
My personal thoughts:

MBS should be included, but the only action that you should be able to do for all buildings at once is setting a rally point (i.e. ctrl-click gateways, right click rally point). You cannot select buildings of different types in different groups and produce units (i.e. starports and gateways have to be selected individually to produce units - you can still set their rally points together). You should still have to queue up units one at a time, but they should queue in order of selection and availability (i.e. gateways 1-6 are selected, gateway 1 is making a zealot, you hit z to queue another zealot, gateway 2 queues a zealot for production). If you want to queue more than one unit into a gateway, select the gate individually. If gates 1-6 are queued to produce units, the next unit queued should go into the gate that will be available next (i.e. gates 1-5 have 10 seconds until their unit comes out, gate 6 has 4 seconds; the next unit queued goes into queue at gate 6).

This seems like a decent compromise to me. And of course, drones have separate rally points from units for auto-mining .


This really isnt a comprimise at all though. Most of the Anti-MBS arguments revolve around players needing to divert their attention to multiple places on the map rather than just watching your army and doing all your macro from hotkeys. The 1click1unit style is no closer to what the Anti-MBS'ers want than what is currently in the game.

A good comprimise in my opinion would be to allow MBS, but not to allow hotkeying of multiple buildings. Therefore you would still need to go back to base to macro, but instead of clicking all your barracks individually and individually giving them a marine build order, you could double click or crtl click a barracks, which would select them all, and then 1 click of the m button could have them all producing marines.


Three problems with the ctrl-click method that I can think of:

1) MBS becomes absolutely useless aside from massing a single unit, unless you lay out your (for example) barracks so that the barracks producing the marines and the barracks producing the medics would show up on different screens when either is centered. Otherwise, you'd ctrl-click and order all your barracks to produce a marine, then all queue a medic, which is hardly efficient.

2) Assuming the player builds their first barrack in the same place in relation to their starting cc, they'll likely know exactly where to ctrl-click before they make the switch, much like experienced CS snipers know where the crosshair will show up when they scope; therefore, all ctrl-click would be is 5-5-ctrl-click-m-1-1, which aside from the brief visual distortion is not so different from 1c1u. And if we consider the so-often-brought-up 20+ rax example, the above pattern (even with an additional 6-6-ctrl-click-m in the middle to account for the off-screen raxes) takes less actions, and therefore time spent not microing, then hitting the m button 30 times.

3) It gives little to no benefit to the Zerg, who only have two hatcheries on the screen at maximum most of the time, and have a button to select all their larvae at a hatchery anyways.

On January 02 2008 03:29 BlackStar wrote:
Show nested quote +
On January 01 2008 07:40 IdrA wrote:
except it is not a sc2 specific claim.
theres no way to make a good, starcraft-esque competitive game with mbs (without adding a macro-based task similar to sbs that negates the purpose of adding mbs)



Why don't we discuss this instead? Current generation RTS games depend on skill of execution and juggling of tasks to make it competitive and challenging. Either it has SBS or it just requires less skill.
I agree that clicking all your buildings isn't the most meaningful skill to test in an RTS. But removing it is far worse.

Why don't you pro-MBS people start to discuss this? Rather than stop testing a skill completely why not look for a 'more intelligent' replacement?
Surely, a next generation esports based RTS will be different from SC and SC2. Why not theory craft about new types of ways to test macro skill and other base management skills?


Some ideas to start off with (each of which is baked in at least one MBS RTS):

Mass-Mining - allowing more than one worker mine from a single patch or geyser at the same time, which speeds up macro and adds the strategic option to 'strip mine' a resource area with a lot of workers with the cost of having to expand at a faster pace than normal.

Assisting - this already exists in SC; multiple SCVs can simultaneously repair a single unit/building, which increases the rate of repair. However, there are other ways to implement assisting: workers can assist a worker constructing a building in order to complete it faster (Humans can do this in WC3); workers can assist a building to decrease the time to produce a unit or research an upgrade; workers can assist a supply building to increase the psi it provides. The point is that the worker assisting is doing so at the expense of mining, and the benefit should reflect the opportunity cost of the worker not mining. Whether multiple workers can assist simultaneously should mesh with whether multiple workers for that race are allowed to do other actions simultaneously (e.g. repair, or the mass mining idea above).

Adjacency Bonus - albeit somewhat incongruous to SC-style base management, this allows structures to gain bonuses based on other buildings' proximity relative to it, thereby rewarding players who take the time to plan their base layout. This bonus is usually implemented as decreased production/research time, but there are other bonuses worth considering; in the case of the SC2 Reactor it's the ability to produce more than one unit simultaneously (e.g. 2).

Differently-paced Production - Already implemented in Warpgates and (I assume) Drop Pods, buildings with Reactors attached, and in the recently-removed Merc Haven, this involves unit-producing buildings that follow a different production pace then the usual, which requires the player to follow two or more different production timings simultaneously in order to produce most efficiently.


These ideas could be implemented for all races (the last definitely seems to be), but I think it'd be more interesting, albeit more dangerous balance-wise, if at least the first three were exclusive to one of the three races. For example:

Zerg would be able to mass-mine resources (with a low max to ensure balance, like 2 or 3), which is perfect for their hive mentality and willingness to make sacrifices, like strip-mining or losing many of their units, to achieve their goals.

Terrans would be able to assist at least construction, and perhaps any or all of production, research or supply (depending on inter-race balance, and whether it would be more beneficial competitive-wise to implement assisting in some fashion to all races), by assigning their workers, which emphasizes the Terran's theme of superiority through careful utilization of units.

Protoss would get production-based (and perhaps research-based) adjacency bonuses from being in the power field of multiple pylons, with the bonus depending on how many buildings each pylon is supporting, which fits with the fact that pylons supply psychic energy to power the teleportation/construction of units (and therefore more pylons working in concert should make for stronger warping/building).

zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
January 05 2008 05:04 GMT
#158
So I'm a late arriver, what's a good argument for MBS that doesn't involve making the game easier?
talismania
Profile Blog Joined December 2007
United States2364 Posts
January 05 2008 05:31 GMT
#159
Most of the pro-MBS or neutral-MBS arguers have challenged the premise of that question: that MBS will make the game significantly easier. In some form or the other. The debate hasn't centered at all on "yeah mbs will make the game easier, but here's how it will help blahblahblah." It's been more "mbs won't have an effect at all" or "mbs will alter the gameplay but not the skill ceiling by shifting what skills are involved".

then the anti-MBS people say "no way that the time saved in production will be made up for by other tasks." and the pro or neutrals say "it will" or "it might and testing will tell for sure" and then the antis say "no it won't... why bother testing" and then it stops for a while until someone starts it back up again by asking "wait what was the original argument for your side in the first place?"

except usually the posts are 3000 word essays...
1esu
Profile Joined April 2007
United States303 Posts
January 05 2008 05:56 GMT
#160
On January 05 2008 07:40 Fen wrote:
Show nested quote +
On January 05 2008 02:42 YinYang69 wrote:
I think hand speed and multitasking will still play a large role. But instead of using your APM for mindless mechanical things such as building workers and checking on them every 40 seconds you now can focus more on mental things such as building and defense placement, army positioning, proper tank spreading, what have you. People mechanically superior will still have a huge advantage, but their actions won't be spent on robot like mechanics.


I love this point. It completely ignores massive amounts of strategical thinking that occured in starcraft and dismisses them as robot mechanics. This is the sign of a bad starcraft player, who does not realise that there is so much more to an aspect of the game than just the clicking that goes along with it.

Thinking tasks that Auto-mining will reduce/remove

Battlesense: Your ability to read the battlefield and find pockets of time where it is safe to jump back to your base and macro. Or your ability to judge if it is worth the risk to go back.

Prioritisation: Ability to be able to recognise all the tasks that need doing and being able to order them in urgency and importance. More tasks requires more prioritisation.


I wanted to comment on this more, but I lost the whole post thanks to a refreshing hotel internet disclaimer, and I don't have time to rewrite it, so I'll just ask your opinion on these points. I know this is from the auto-mine thread, but my comments in this rewrite focus mainly on production, so I'm putting it here.

It seems to me that as players approach a theoretically perfect level of unit-production mechanics (a limit approaching 0 seconds to go back to one's base and produce the next wave of units), these two skills matter less and less. It's easier to find a pocket of time for unit production and less risky if you can't as one takes less time to perform the production, and likewise it's much easier to prioritize unit production as it takes lesser and lesser time to perform than the other tasks at hand.

If this is true, then macro-management (building/expanding/etc.) is the dominant factor in these higher-level macro skills, and as such they aren't harmed by MBS to the extent they've been portrayed. If this is false, then unit-production mechanics are the dominant factor, which seems to say that as progamers get better and better on average at unit-production mechanics, the less viable macro-style play will become, which I find an unlikely prediction.

What do you think?
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
Last Edited: 2008-01-05 08:32:09
January 05 2008 08:26 GMT
#161
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
January 05 2008 08:28 GMT
#162
On January 05 2008 14:31 talismania wrote:
Most of the pro-MBS or neutral-MBS arguers have challenged the premise of that question: that MBS will make the game significantly easier. In some form or the other. The debate hasn't centered at all on "yeah mbs will make the game easier, but here's how it will help blahblahblah." It's been more "mbs won't have an effect at all" or "mbs will alter the gameplay but not the skill ceiling by shifting what skills are involved".

then the anti-MBS people say "no way that the time saved in production will be made up for by other tasks." and the pro or neutrals say "it will" or "it might and testing will tell for sure" and then the antis say "no it won't... why bother testing" and then it stops for a while until someone starts it back up again by asking "wait what was the original argument for your side in the first place?"

except usually the posts are 3000 word essays...


This was what I expected
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
January 05 2008 08:43 GMT
#163
On January 05 2008 14:56 1esu wrote:
Show nested quote +
On January 05 2008 07:40 Fen wrote:
On January 05 2008 02:42 YinYang69 wrote:
I think hand speed and multitasking will still play a large role. But instead of using your APM for mindless mechanical things such as building workers and checking on them every 40 seconds you now can focus more on mental things such as building and defense placement, army positioning, proper tank spreading, what have you. People mechanically superior will still have a huge advantage, but their actions won't be spent on robot like mechanics.


I love this point. It completely ignores massive amounts of strategical thinking that occured in starcraft and dismisses them as robot mechanics. This is the sign of a bad starcraft player, who does not realise that there is so much more to an aspect of the game than just the clicking that goes along with it.

Thinking tasks that Auto-mining will reduce/remove

Battlesense: Your ability to read the battlefield and find pockets of time where it is safe to jump back to your base and macro. Or your ability to judge if it is worth the risk to go back.

Prioritisation: Ability to be able to recognise all the tasks that need doing and being able to order them in urgency and importance. More tasks requires more prioritisation.


I wanted to comment on this more, but I lost the whole post thanks to a refreshing hotel internet disclaimer, and I don't have time to rewrite it, so I'll just ask your opinion on these points. I know this is from the auto-mine thread, but my comments in this rewrite focus mainly on production, so I'm putting it here.

It seems to me that as players approach a theoretically perfect level of unit-production mechanics (a limit approaching 0 seconds to go back to one's base and produce the next wave of units), these two skills matter less and less. It's easier to find a pocket of time for unit production and less risky if you can't as one takes less time to perform the production, and likewise it's much easier to prioritize unit production as it takes lesser and lesser time to perform than the other tasks at hand.

If this is true, then macro-management (building/expanding/etc.) is the dominant factor in these higher-level macro skills, and as such they aren't harmed by MBS to the extent they've been portrayed. If this is false, then unit-production mechanics are the dominant factor, which seems to say that as progamers get better and better on average at unit-production mechanics, the less viable macro-style play will become, which I find an unlikely prediction.

What do you think?


I agree, unit production mechanics is a non-factor among top level players, so why does SBS needs to be changed then?
InRaged
Profile Joined February 2007
1047 Posts
January 05 2008 15:55 GMT
#164
On January 05 2008 14:04 zulu_nation8 wrote:
So I'm a late arriver, what's a good argument for MBS that doesn't involve making the game easier?

How much precious minutes could I save for myself, would I only now that people can't read five post above theirs.
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
January 05 2008 16:00 GMT
#165
I said GOOD arguments
InRaged
Profile Joined February 2007
1047 Posts
Last Edited: 2008-01-05 18:55:51
January 05 2008 18:55 GMT
#166
On January 06 2008 01:00 zulu_nation8 wrote:
I said GOOD arguments

On November 09 2007 10:15 thedeadhaji wrote:
Be reasonable. Criticism should be allowed in any discussion, but it should be done in a respectful and genial manner, and you are expected to back up your claims.

You are allowed to tell other posters that they are wrong. However, having an argument but absolutely refusing to listen to or give into the other side’s take accomplishes nothing in terms of advancing the discussion. Furthermore, it is often the cause of temper flares, unnecessarily inflammatory remarks, and other forms of abrasive behavior.

Try to understand the viewpoint and perspective of the other side, qualify its strengths and validity, and build upon that to back up your points. Do not blindly repeat “You are wrong, I am right,” no matter how pretty you decorate it.

We have observed posters simply repeating “That assertion is wrong” without giving ample or satisfactory explanation as to why for pages upon pages, ruining what could have been productive discussions. In fact, even if legitimate reasons are provided, downright hardheadedness is a detriment to the discussion, the thread, and the forum itself as a whole. We understand that you could get passionate about defending your stance, but take it overboard and you’re going overboard with it.
5HITCOMBO
Profile Joined March 2006
Japan2239 Posts
January 06 2008 03:44 GMT
#167
Basically, you're saying that there are only a certain number of "crucial" actions per game, and by adding MBS, they'll lower the ceiling to a point where more people can hit it? Or is there something else?
I live in perpetual fear of terrorists and studio gangsters
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
Last Edited: 2008-01-06 07:07:38
January 06 2008 07:07 GMT
#168
I don't think there are "crucial" actions, i don't know what they are, and if anything mbs would be raising the starting point and lowering the starting requirement not lowering the ceiling
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
January 06 2008 07:09 GMT
#169
On January 06 2008 03:55 InRaged wrote:
Show nested quote +
On January 06 2008 01:00 zulu_nation8 wrote:
I said GOOD arguments

Show nested quote +
On November 09 2007 10:15 thedeadhaji wrote:
Be reasonable. Criticism should be allowed in any discussion, but it should be done in a respectful and genial manner, and you are expected to back up your claims.

You are allowed to tell other posters that they are wrong. However, having an argument but absolutely refusing to listen to or give into the other side’s take accomplishes nothing in terms of advancing the discussion. Furthermore, it is often the cause of temper flares, unnecessarily inflammatory remarks, and other forms of abrasive behavior.

Try to understand the viewpoint and perspective of the other side, qualify its strengths and validity, and build upon that to back up your points. Do not blindly repeat “You are wrong, I am right,” no matter how pretty you decorate it.

We have observed posters simply repeating “That assertion is wrong” without giving ample or satisfactory explanation as to why for pages upon pages, ruining what could have been productive discussions. In fact, even if legitimate reasons are provided, downright hardheadedness is a detriment to the discussion, the thread, and the forum itself as a whole. We understand that you could get passionate about defending your stance, but take it overboard and you’re going overboard with it.


please show me your argument
5HITCOMBO
Profile Joined March 2006
Japan2239 Posts
January 06 2008 11:39 GMT
#170
On January 06 2008 16:07 zulu_nation8 wrote:
I don't think there are "crucial" actions, i don't know what they are, and if anything mbs would be raising the starting point and lowering the starting requirement not lowering the ceiling

Personally, I don't mind that much. It seems like it would just give the game longevity because it'd be easier to get into and still be just as complex.
I live in perpetual fear of terrorists and studio gangsters
DevAzTaYtA
Profile Blog Joined October 2002
Oman2005 Posts
Last Edited: 2008-01-06 21:03:44
January 06 2008 20:04 GMT
#171
other things remaining equal, MBS will both lower the skill ceiling AND lower the starting requirement. (this should be obvious?)

this smaller window for skill variation is generally regarded as a bad idea to have in a competitive RTS. it is my understanding that blizzard is attempting to offset these consequences of MBS by implementing some other form of macro/base-management requirement. (i'm assuming here that blizzard did not incorporate this in the demo @ blizzcon).

i used to be extremely anti-MBS but now i think it's probably best to wait and see what new ideas blizzard have in store.

MBS will not improve the game directly. however, it's primary purpose i think might be to allow blizzard to experiment with a new macro system*. the new macro system will hopefully be fun, fast-paced, intuitive, innovative and balanced for each race, and it just might help sc2 surpass the longevity of its predecessor. why? because it will restore everyone to an equal playing field and it will make the game unique. the sc gosus will not have an immediate advantage over everyone else. it will not at all feel like a game we have already been playing for 10 years. good players from all games will all have to come to grips with the new system to find what's best to do and when.

blizzard are trying to be perfectionists here - they do not want to just remake sc with prettier graphics and new units (although i guarantee you that would also be a great game - just not absolutely amazing) - they want to go all the way and create a BOTH highly competitive AND innovative new game.

so, as idrA said, implementing MBS is definitely a risky move, but i think the possibility exists, albeit slim, that it could pay off in the end.

edit: obviously, the new macro system + SBS would shift the balance of micro/macro too far to the macro.
Showtime!
Profile Joined November 2007
Canada2938 Posts
January 06 2008 20:29 GMT
#172
All they're doing is catering to the masses. You know it. I know it. They just trying to get more money out of it.

They call it RTS for a reason. If you aren't down with the genre then GTFO and don't let the door hit your ass on the way out.


We've never had problems with casual gamers before. SC:BW has a good community split. Regardless there will be a community split when SC2 comes too. It is unavoidable.
Mini skirt season is right around the corner. ☻
5HITCOMBO
Profile Joined March 2006
Japan2239 Posts
January 06 2008 20:36 GMT
#173
MBS doesn't even come into play unless they have multiple buildings, and I doubt it would even matter all that much then unless they had like 5+ buildings to macro out of. It won't make bad players into good players, there's still the early game and most of the early midgame before it even comes into play.

I mean, come on, you don't even get enough buildings to macro out of significantly with MBS until a certain point. It's not going to change hardly anything until there. If you both get to that point in the game, the better player should still have the advantage easily.
I live in perpetual fear of terrorists and studio gangsters
DevAzTaYtA
Profile Blog Joined October 2002
Oman2005 Posts
January 06 2008 20:49 GMT
#174
other arguments for implementing MBS and then counteracting it's consequences with a new macro system:
- original sc will remain alive longer
- better reviews due to innovation + up-to-date interface --> greater initial sales --> more tournaments outside of korea

that's all i can think of atm. inraged you did not make any arguments for MBS, you simply compared different versions of MBS. increased use of rally-points is not really much of an argument, nor is it true.
MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
January 06 2008 21:06 GMT
#175
there will be the same amount of tournaments outside korea with our without mbs. tournament organizations simply pick up new games; sc2 will certainly be one of them.
Follow me on twitter: CallMeTasteless
RogerRus
Profile Blog Joined January 2008
Norway87 Posts
January 06 2008 21:50 GMT
#176
MBS, Smartcast, Automine, etc... my opinion is that all these things should be something that can be put on/off by the one making the game.
Kind of like in CS, where they set down the bomb timer on all competitive gaming.
That way the n00bs can play with the other n00bs, with MBS, Smartcast, Automine, etc.
And the progamers with all that off.

That way, when the n00bs get too good for they'r stadium, they can start playing with one of the things turned off (like with MBS turned off).

That way blizzard will need to change theyr b.net interface quite a bit, but it shouldn't be too hard.
I would love to change the world, but they wont give me the source code!
Underwhelmed
Profile Blog Joined January 2008
United States207 Posts
January 06 2008 23:50 GMT
#177
I'm pretty casual SC player, so I offer my input as somebody who isn't very good at the game (and I freely admit that I haven't read all the previous posts):
MBS doesn't make the strategic decisions of the game any easier or remove any of the depth; what it does do is simplify the interface by which those decisions are executed. I'm a little puzzled by why there is so much opposition to this feature - I'm a competitive FPS player, and motions to reduce the technical skill needed aren't widely opposed in FPS games as I've seen here.

What MBS will do is make the game more accessible to the casual player. I think most of you would agree that at the highest level of play, it will make little difference. Some people here seem to believe that MBS will lower the skill ceiling, but the fact is that I don't think anybody will ever reach the theoretical skill ceiling in a game as complex as Starcraft. If Blizzard patched SC now to include MBS, would the almost-top players suddenly become top tier players because they can now select multiple buildings at the same time? I doubt it.
uppTagg
Profile Blog Joined May 2007
Sweden473 Posts
Last Edited: 2008-01-07 00:49:52
January 07 2008 00:15 GMT
#178
I dunno if this has been said already or if it's stupid or w/e but I'll say it anyway, what about making it possible to select multiple buildings but you can only hotkey single buildings..?

That way, you can set rally points easily (which is the most annoying thing with SBS in sc imo! :< ), you can't build an army with 5t 6v easy-mode but you can utilize MBS to build an army fast by drag-selecting facts with shops->t, selecting the rest->v but it requires you to leave the battle and go back to base and it also requires you to build the producing buildings in a way that makes it easy to select them (and sometimes even the map may limit this) otherwise it's back to 1-clicking buildings or a combination..

Imo that's the best out of two worlds but that's just my opinion and maybe it doesn't bring anything new.. ^^;
men du... Tagga!
Jibba
Profile Blog Joined October 2007
United States22883 Posts
January 07 2008 02:14 GMT
#179
On January 07 2008 08:50 Underwhelmed wrote:
I'm pretty casual SC player, so I offer my input as somebody who isn't very good at the game (and I freely admit that I haven't read all the previous posts):
MBS doesn't make the strategic decisions of the game any easier or remove any of the depth; what it does do is simplify the interface by which those decisions are executed. I'm a little puzzled by why there is so much opposition to this feature - I'm a competitive FPS player, and motions to reduce the technical skill needed aren't widely opposed in FPS games as I've seen here.
What? CS:Source has 30% larger hitboxes than CS 1.6, making headshots ridiculously easy, and everyone hates it. The vast majority of CS players are still playing 1.6, not source, and many of the pros who play source play 1.6 in their free time and admit that they think 1.6 is the better competitive game.

And what about Quake players bitching out Unreal's side jumping?


What MBS will do is make the game more accessible to the casual player. I think most of you would agree that at the highest level of play, it will make little difference. Some people here seem to believe that MBS will lower the skill ceiling, but the fact is that I don't think anybody will ever reach the theoretical skill ceiling in a game as complex as Starcraft. If Blizzard patched SC now to include MBS, would the almost-top players suddenly become top tier players because they can now select multiple buildings at the same time? I doubt it.
Yes, they would. Their multitasking automatically becomes easier when the macro they must do gets reduced, and so overly micro oriented players take a step up.
ModeratorNow I'm distant, dark in this anthrobeat
Fen
Profile Blog Joined June 2006
Australia1848 Posts
Last Edited: 2008-01-07 06:54:21
January 07 2008 06:53 GMT
#180
On January 07 2008 09:15 uppTagg wrote:
I dunno if this has been said already or if it's stupid or w/e but I'll say it anyway, what about making it possible to select multiple buildings but you can only hotkey single buildings..?

That way, you can set rally points easily (which is the most annoying thing with SBS in sc imo! :< ), you can't build an army with 5t 6v easy-mode but you can utilize MBS to build an army fast by drag-selecting facts with shops->t, selecting the rest->v but it requires you to leave the battle and go back to base and it also requires you to build the producing buildings in a way that makes it easy to select them (and sometimes even the map may limit this) otherwise it's back to 1-clicking buildings or a combination..

Imo that's the best out of two worlds but that's just my opinion and maybe it doesn't bring anything new.. ^^;


This has been suggested multiple times and is what I beleive is the perfect balance. It generally gets ignored however.
KoveN-
Profile Joined October 2004
Australia503 Posts
January 07 2008 07:31 GMT
#181
On January 07 2008 09:15 uppTagg wrote:
I dunno if this has been said already or if it's stupid or w/e but I'll say it anyway, what about making it possible to select multiple buildings but you can only hotkey single buildings..?

That way, you can set rally points easily (which is the most annoying thing with SBS in sc imo! :< ), you can't build an army with 5t 6v easy-mode but you can utilize MBS to build an army fast by drag-selecting facts with shops->t, selecting the rest->v but it requires you to leave the battle and go back to base and it also requires you to build the producing buildings in a way that makes it easy to select them (and sometimes even the map may limit this) otherwise it's back to 1-clicking buildings or a combination..

Imo that's the best out of two worlds but that's just my opinion and maybe it doesn't bring anything new.. ^^;


If MBS is implemented, this is how I would want it to be. If not then SBS4Life.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
Last Edited: 2008-01-07 18:43:47
January 07 2008 18:42 GMT
#182
I just could not imagine how a new gameplay mechanic like the Protoss Warp in could work properly without MBS, if MBS goes so should Protoss warping and whatever mechanic the Zerg might get.

Also SBS is very beneficial to players that invested in "gamer" hardware like keyboards and mouses supporting macros - It would be sad to loose that advantage.
yangstuh
Profile Joined May 2007
United States120 Posts
January 08 2008 00:18 GMT
#183
I think a major fallacy that is being made is mapping the skill ceiling of Starcraft onto Starcraft 2 in an attempt to analyze the benefit or detriment MBS has on SC2. Obviously most of us haven't even touched SC2 yet, and those that did have not gone head to head against a highly developed and competitive community (it exists only in the future after SC2 is released) - they instead fought newbs/casual players and used that as a bases for their argument that SC2 is too easy.. amidst the fact the game also isn't even balanced in that stage of development.

Another fallacy that builds on top of that is, as of what we know now, the fact that SC2 appears to be utilizing much more individual unit skills/spells/features. Zealots with charge, reapers hopping over cliffs, zerglings turning into suicide bombers, warping protoss, triple nuking drop shipping ghosts, etc. All this requires obviously more attention and skill. There are just so many new factors and different elements at play in SC2 (and many that have yet to be revealed to us) that it is not sound logic to pretend that all other factors are constant with Starcraft classic and to just isolate the variable of MBS.

If Starcraft 2 was EXACTLY like Starcraft 1 in respect to gameplay, units, tech, features, skills, etc... then yes all the arguments against MBS, especially in respect to "skill ceiling" would make sense and would have an understandable point. But however, the fact is that there are so many more variables now at play that influence the game, not just MBS, that its impossible to talk about skill ceiling or "the game being too easy" or being "newbified." I think that, just as what has been said many times before, we'll have to wait and play the game via beta testing to really grasp an inkling of understanding of what SC2 is really going to be like/feel like.

Anyways, the point is that talk about skill ceiling and the game being too easy is just pointless and is something that will have to be actually tested to illustrate a point.
"Nothing in constant in life, and even 'change' occurs at a constantly increasing rate."
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
January 08 2008 06:21 GMT
#184
I heard that warpgates didn't work with MBS in the Blizzcon build.

Not suer if it's actually true.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
January 08 2008 14:58 GMT
#185
I heard the exact opposite. A german magazine reported that pressing "w" immeadiately selects all warpgates, you don´t even need to spend a control group if that function makes it into the Gold Master.
MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
January 11 2008 02:58 GMT
#186
On January 08 2008 09:18 yangstuh wrote:
I think a major fallacy that is being made is mapping the skill ceiling of Starcraft onto Starcraft 2 in an attempt to analyze the benefit or detriment MBS has on SC2. Obviously most of us haven't even touched SC2 yet, and those that did have not gone head to head against a highly developed and competitive community (it exists only in the future after SC2 is released) - they instead fought newbs/casual players and used that as a bases for their argument that SC2 is too easy.. amidst the fact the game also isn't even balanced in that stage of development.

Another fallacy that builds on top of that is, as of what we know now, the fact that SC2 appears to be utilizing much more individual unit skills/spells/features. Zealots with charge, reapers hopping over cliffs, zerglings turning into suicide bombers, warping protoss, triple nuking drop shipping ghosts, etc. All this requires obviously more attention and skill. There are just so many new factors and different elements at play in SC2 (and many that have yet to be revealed to us) that it is not sound logic to pretend that all other factors are constant with Starcraft classic and to just isolate the variable of MBS.

If Starcraft 2 was EXACTLY like Starcraft 1 in respect to gameplay, units, tech, features, skills, etc... then yes all the arguments against MBS, especially in respect to "skill ceiling" would make sense and would have an understandable point. But however, the fact is that there are so many more variables now at play that influence the game, not just MBS, that its impossible to talk about skill ceiling or "the game being too easy" or being "newbified." I think that, just as what has been said many times before, we'll have to wait and play the game via beta testing to really grasp an inkling of understanding of what SC2 is really going to be like/feel like.

Anyways, the point is that talk about skill ceiling and the game being too easy is just pointless and is something that will have to be actually tested to illustrate a point.


the games are remarkably similar in style. SC2 simply plays the macro game for you. the arguments are valid and stay. also, i was not playing random newbies all day, i was playing vs Blizzards best and top progamers like testie, grubby and others.

however i'm not too worried, when the game is beta tested it should be more than clear (as it was at blizzcon) that SC2 is only half a game and the interface needs to be kept as a setting at the very least which won't allow players to utilize MBS automining and smartcast in competitive games. Otherwise expect riots in the streets of Korea when this game is released.
Follow me on twitter: CallMeTasteless
MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
January 11 2008 03:14 GMT
#187
On January 02 2008 10:06 Motiva wrote:
While I hate to create consecutive posts as opposed to taking on additional notes w/ edits. I feel this should just be a little side post.

Tasteless, and Testie, and a few others I think did play the game at blizzcon as they've said. I just have a question and that is.

When you were given the private showing and allowed to play for that hour or whatever it was. Afterwards did any blizzard official ask for guys for feedback? If so, What did you tell them?

I'm just wondering how aware blizzard already is of the dislike of MBS. I just read IdrA's interview and i'm just curious how much of this message the pro's and ect have conveyed this and more importantly why they don't like it.


it was more than an hour, it was almost an entire day. testie and i did sit down with dustin browder briefly and attempt to explain the lack of macro in SC2 although i'm really not sure if he understood what we were saying. Other Blizzard employees seemed confused when i explained that MBS and automine were a bad thing, they seemed to back up the feature with the logical fallacy most pro-MBS players make when they claim players can now focus on strategy. When speaking with Pillars he understood what i was talking about and said there is still debate at Blizzard on whether or not to keep the feature. Pillars, however, does not work at Blizzard any more.

They seemed somewhat a wear that players would like the old interface. They didn't seem to understand why though, even when i explained it to some of them. Who knows though. What was clear is that after speaking to many hardcore competitive SC players there, it seemed unanimous that those features were not only unappealing but would damage the competitive elements in the game.
Follow me on twitter: CallMeTasteless
Motiva
Profile Joined November 2007
United States1774 Posts
January 11 2008 07:10 GMT
#188
On January 11 2008 12:14 MyLostTemple wrote:
Show nested quote +
On January 02 2008 10:06 Motiva wrote:
While I hate to create consecutive posts as opposed to taking on additional notes w/ edits. I feel this should just be a little side post.

Tasteless, and Testie, and a few others I think did play the game at blizzcon as they've said. I just have a question and that is.

When you were given the private showing and allowed to play for that hour or whatever it was. Afterwards did any blizzard official ask for guys for feedback? If so, What did you tell them?

I'm just wondering how aware blizzard already is of the dislike of MBS. I just read IdrA's interview and i'm just curious how much of this message the pro's and ect have conveyed this and more importantly why they don't like it.


it was more than an hour, it was almost an entire day. testie and i did sit down with dustin browder briefly and attempt to explain the lack of macro in SC2 although i'm really not sure if he understood what we were saying. Other Blizzard employees seemed confused when i explained that MBS and automine were a bad thing, they seemed to back up the feature with the logical fallacy most pro-MBS players make when they claim players can now focus on strategy. When speaking with Pillars he understood what i was talking about and said there is still debate at Blizzard on whether or not to keep the feature. Pillars, however, does not work at Blizzard any more.

They seemed somewhat a wear that players would like the old interface. They didn't seem to understand why though, even when i explained it to some of them. Who knows though. What was clear is that after speaking to many hardcore competitive SC players there, it seemed unanimous that those features were not only unappealing but would damage the competitive elements in the game.


Cool, Thanks for the reply. Good Luck in Korea.
MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
January 11 2008 09:54 GMT
#189
thanks, i'll need it
Follow me on twitter: CallMeTasteless
2BearqLoza
Profile Joined December 2007
134 Posts
January 11 2008 13:08 GMT
#190
When are u leaving/starting to work there?
2BearqLoza
Profile Joined December 2007
134 Posts
January 11 2008 13:28 GMT
#191
On January 11 2008 12:14 MyLostTemple wrote:
Show nested quote +
On January 02 2008 10:06 Motiva wrote:
While I hate to create consecutive posts as opposed to taking on additional notes w/ edits. I feel this should just be a little side post.

Tasteless, and Testie, and a few others I think did play the game at blizzcon as they've said. I just have a question and that is.

When you were given the private showing and allowed to play for that hour or whatever it was. Afterwards did any blizzard official ask for guys for feedback? If so, What did you tell them?

I'm just wondering how aware blizzard already is of the dislike of MBS. I just read IdrA's interview and i'm just curious how much of this message the pro's and ect have conveyed this and more importantly why they don't like it.


it was more than an hour, it was almost an entire day. testie and i did sit down with dustin browder briefly and attempt to explain the lack of macro in SC2 although i'm really not sure if he understood what we were saying. Other Blizzard employees seemed confused when i explained that MBS and automine were a bad thing, they seemed to back up the feature with the logical fallacy most pro-MBS players make when they claim players can now focus on strategy. When speaking with Pillars he understood what i was talking about and said there is still debate at Blizzard on whether or not to keep the feature. Pillars, however, does not work at Blizzard any more.

They seemed somewhat a wear that players would like the old interface. They didn't seem to understand why though, even when i explained it to some of them. Who knows though. What was clear is that after speaking to many hardcore competitive SC players there, it seemed unanimous that those features were not only unappealing but would damage the competitive elements in the game.


How about making some king of presentation about it, including petition from top players around the world, especially Korea? In many VODs, when they switch to FP view, you can clearly see players going back to base, clicking all around to make new units, while in Warcraft3, you can only see then going back to base,to build new structure, and 90% of time wandering around map,doing nothing....maybe "thinking" of the strategy.... If they dont understand what were you trying to explain, maybe somehow then need to be informed more.... And its much better that they dont understand, then to do understand, but dont want to change it...
LeGeNdZs[FcG]
Profile Joined January 2008
Canada163 Posts
January 11 2008 16:04 GMT
#192
MBS is a feature in Warcraft III and TFT, I just bought and installed those two games aproximately 6 days ago today. Now, BMS does not alter gameplay I don't use it. All it is, is simply an added feature to mass select buildings of the same kind, if not tab through the lot, which takes forever.. (i.e. ten building selected at once, pressing tab goes through them one at a time in ur group box, same with units of different kinds.)

Some will use it some wont. It is impossible to unit mix with MBS, that i tried on wc3 with like 5 barracks(note this was offline RoC). The main different between the two games, is that on WC3 you only need one structure of any kind to produce men from, so why MBS. Well cannons, sunkens, etc.. Those are nice to have mass selected.

So in this i conclude MBS as the way of the future embrace it, and say to yourself "ok fine".
Protoss since october 2005, no more internet since may 24th 2008, quit broodwar internet still in for another 31 days after the contract terms end. <3 get to post still :D
SoleSteeler
Profile Joined April 2003
Canada5427 Posts
January 11 2008 19:10 GMT
#193
On January 11 2008 12:14 MyLostTemple wrote:
Show nested quote +
On January 02 2008 10:06 Motiva wrote:
While I hate to create consecutive posts as opposed to taking on additional notes w/ edits. I feel this should just be a little side post.

Tasteless, and Testie, and a few others I think did play the game at blizzcon as they've said. I just have a question and that is.

When you were given the private showing and allowed to play for that hour or whatever it was. Afterwards did any blizzard official ask for guys for feedback? If so, What did you tell them?

I'm just wondering how aware blizzard already is of the dislike of MBS. I just read IdrA's interview and i'm just curious how much of this message the pro's and ect have conveyed this and more importantly why they don't like it.


Pillars, however, does not work at Blizzard any more.



Shit, any idea why he left? That doesn't bode well at all, if he was the only one who understood the problems with MBS and automine
Unentschieden
Profile Joined August 2007
Germany1471 Posts
January 11 2008 19:33 GMT
#194
Blizzard certainly is aware of the protests but they also remember the protests against the new features when WC3, yes even SC were in developement.

Also they officially stated that they won´t react to fan statements on balance issues at this time of the development process. When they need faninput they will ask for it. It is called beta.
wswordsmen
Profile Joined October 2007
United States987 Posts
January 11 2008 23:09 GMT
#195
On January 12 2008 04:33 Unentschieden wrote:
Blizzard certainly is aware of the protests but they also remember the protests against the new features when WC3, yes even SC were in developement.

Also they officially stated that they won´t react to fan statements on balance issues at this time of the development process. When they need faninput they will ask for it. It is called beta.


This is the best argument for MBS. Forget about the first paragraph, the only important thing is that they will be willing to change if the UI if it is deemed necessary. Till then don't sweat it.
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
January 12 2008 01:34 GMT
#196
Maybe Blizz didn't understand MBS back then, they surely do now to at least some degree. It has been the main subject of discussion on SC2 on basically every forum.

What they should do is hire an English speaking Korean from the progaming community over there. Not sure if there is a good candidate. But there's commentators, coaches, players, former player, etc etc. Be it a part time assistent to the guy replacing Pillars or whatever.

Hell, maybe they should hire Tasteless. Starcraft is far from being released. And when the beta is going Tasteless will be a professional Starcraft expert part of the Korean progaming scene.
talismania
Profile Blog Joined December 2007
United States2364 Posts
January 12 2008 04:34 GMT
#197
On January 12 2008 04:33 Unentschieden wrote:
Blizzard certainly is aware of the protests but they also remember the protests against the new features when WC3, yes even SC were in developement.

Also they officially stated that they won´t react to fan statements on balance issues at this time of the development process. When they need faninput they will ask for it. It is called beta.


MBS isn't exactly a "balance" issue. It's a UI issue. that said, blizzard probably won't consider changing it until beta, if and only if enough beta players complain about it. Or else the anti-mbs crowd is going to have to figure out some way to get through to them.
BlackSphinx
Profile Joined November 2007
Canada317 Posts
Last Edited: 2008-01-12 06:29:11
January 12 2008 06:23 GMT
#198
On January 11 2008 12:14 MyLostTemple wrote:
Show nested quote +
On January 02 2008 10:06 Motiva wrote:
While I hate to create consecutive posts as opposed to taking on additional notes w/ edits. I feel this should just be a little side post.

Tasteless, and Testie, and a few others I think did play the game at blizzcon as they've said. I just have a question and that is.

When you were given the private showing and allowed to play for that hour or whatever it was. Afterwards did any blizzard official ask for guys for feedback? If so, What did you tell them?

I'm just wondering how aware blizzard already is of the dislike of MBS. I just read IdrA's interview and i'm just curious how much of this message the pro's and ect have conveyed this and more importantly why they don't like it.


it was more than an hour, it was almost an entire day. testie and i did sit down with dustin browder briefly and attempt to explain the lack of macro in SC2 although i'm really not sure if he understood what we were saying. Other Blizzard employees seemed confused when i explained that MBS and automine were a bad thing, they seemed to back up the feature with the logical fallacy most pro-MBS players make when they claim players can now focus on strategy. When speaking with Pillars he understood what i was talking about and said there is still debate at Blizzard on whether or not to keep the feature. Pillars, however, does not work at Blizzard any more.

They seemed somewhat a wear that players would like the old interface. They didn't seem to understand why though, even when i explained it to some of them. Who knows though. What was clear is that after speaking to many hardcore competitive SC players there, it seemed unanimous that those features were not only unappealing but would damage the competitive elements in the game.


What I have head is that the game was played at Normal speed, instead of fastest.

If the speeds are kept the same, that's 66% slower than what it should be.

Can you confirm or deny the fact that the game was played on normal?

Because, really, if the game was played on Normal, I see no reason to panic. However, if it was played at fastest, and Browder didn't understand what you were talking about, my guess is that us, the player base, will need to make our voices heard.

I was one of the WC3 players during 1.04-1.05 (known at this time as Shoutcaster MoooveZiiig) that claimed the game was too easy and that something should be done to correct this. They didn't get on it until it was apparant and clear the only possible strategy was DotT+AoW. However, without breaking the way the game was played, they expanded on it. Added attack and armor types, changed experience gain, changed gold costs across the board, made food limit higher, and added possibilities for multitasking and separating army (gaining exp at a distance, for example, and upkeep happening later).

That was fantastic. Late, but fantastic.

So, while SC2 might be a n00bfest currently (still awaiting game speed answer, I remember that it was said before that at Blizzcon the game was at Normal), there should be solid solutions to the game while keeping the basic mechanics. If not, the game is then flawed.

What scares me is the reaction you report of Dustin Browder. I'm pro MBS for multiple reasons, but I can understand where pro SBS players come from. If he's the lead designer and can't...

I mean, for god's sakes, his MAIN GODDAMNED JOB is to bring a game loved by millions and make sure it's new incarnation brings newcomers and old timers alike. It means hardcore gameplay with easier mechanics. If he gets one but misses the other, it's a FAIL. An epic FAIL.

I don't want that.

Millions across the world don't want that.
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
January 16 2008 16:47 GMT
#199
Now I am against automations.

But let's consider making the game easier and let's consider 'decision making skill' vs 'execution skill'.

Isn't it true that at the lower levels strategy, deception, decision making, mind games, etc play a way smaller role? For example 60-70 APM level play, if you can call that a level.

So we have these many casual gamers that want to see decision making play a bigger role. So doesn't just making the execution element of the game easier do exactly what they want to see? They will all be able to execute proper build orders and strategies. And then even on their level build order timings and build order counters start to decide the outcome of the game.
Diggity
Profile Blog Joined September 2007
United States806 Posts
January 16 2008 17:34 GMT
#200
I'm sure all of this has been said before but chiming in and repeating myself:

I think of the things that made the original game so successful was the important emphasis on decision making. Beyond APM and strategical thinking, every broodwar player had one common resource... time.

MBS reduces the emphasis on this common resource. Broodwar is essentially a delicate balance between micro and macro. If you invest too much time in micro, you will lose the war, if you invest too much time in macro, you will lose every battle. The game is split 50/50 down these lines.

When you talk about progamers you always talk about the 3 major factors... 1 Micro, 2 Macro, 3 Game sense. If you remove macro you take out 50% of the game.

I understand that individuals who are less skilled in the arena of APM do not want to start the game behind the curve, but honestly I dont think reducing the skill required will really "satisfy" them as gamers. What keeps me coming back to a game is the knowledge that I can constantly improve. I think that is what always brings me back to broodwar. MBS removes a huge arena where individuals can improve and in my opinion will result in stale gameplay fairly rapidly.

MBS is essentially the auto-aim of real time strategy. Can you imagine a competitive first person shooter with auto-aim? From my perspective arguments that MBS is essential sound almost as silly. In a FPS community, players demanding that autoaim be included so the game isn't dominated by prior pros is just asking for ridicule.

I think ultimately that pro-MBS players run into the thought wall. They play the game and their adrenaline picks up and they cant think anymore. I understand the frustration in this, but part of the deep enjoyment of competitive gaming is overcoming this wall. I can see this from the perspective of individuals who have yet to achieve this but at the risk of being paternal, I think its important for every gamer to approach this barrier and overcome it. At the very least I think its important for gamers to approach it.

I think MBS and auto mining is fine for the single player and even some multiplayer, but there needs to be an option to have both disabled for competitive play.



To attempt a simile: Starcraft is like the 100m hurdles of the RTS world. It would be silly for those in track and field to argue that we should remove the hurdles so we can focus on the core of the sport which is running fast. Its the hurdles that make it different from the 100m dash. Remove the hurdles and its just like any other race. Remove macro by adding MBS and remove part of what makes starcraft starcraft.
Gandalf
Profile Joined August 2004
Pakistan1905 Posts
January 16 2008 23:05 GMT
#201
The fact of that matter is that MBS will not only lower the skill ceiling, but also take an element thats at the core of starcraft out of the picture. Starcraft is about a balance between macro and micro, and both play important roles.

I could introduce MBS, then add a million special units so that you actually require more speed to play SC2, but the element of macro will be lost. What blizzard should do is understand what the core properties of SC were that made it so hugely popular, and build on/improve those. Putting in MBS and then adding a lot of micro gimmicks and special units might mean that players will still require speed to play well, but it will massively change the feel of the game. You can enhance the micro or what not as much as you want to, reducing a major part of SC to a couple of clicks every two minutes will be just too detrimental to the overall gameplay.

And the argument that SC shouldnt be used as a rough model to debate about SC2 is incorrect. Blizzard have clearly stated they wish to model SC2 in a fashion that it replicates the success of SC, and hence the original game is all we have to go by.

Will MBS lower the skill ceiling? Obviously it will. You're taking a whole facet out of the game. With an overtly simplified macro style and a complicated micro style the game will depend on the latter - hence better microers will be at a great advantage. SC creates a better balance by letting people play to their strength - macro or micro, and try to force a game that serves them better (of course its not that simple).

With MBS SC2 will never be as exciting as SC.
prOxi.swAMi
Profile Blog Joined November 2004
Australia3091 Posts
Last Edited: 2008-01-16 23:19:09
January 16 2008 23:17 GMT
#202
On January 17 2008 02:34 Diggity wrote:
I'm sure all of this has been said before but chiming in and repeating myself:

I think of the things that made the original game so successful was the important emphasis on decision making. Beyond APM and strategical thinking, every broodwar player had one common resource... time.

MBS reduces the emphasis on this common resource. Broodwar is essentially a delicate balance between micro and macro. If you invest too much time in micro, you will lose the war, if you invest too much time in macro, you will lose every battle. The game is split 50/50 down these lines.

When you talk about progamers you always talk about the 3 major factors... 1 Micro, 2 Macro, 3 Game sense. If you remove macro you take out 50% of the game.

I understand that individuals who are less skilled in the arena of APM do not want to start the game behind the curve, but honestly I dont think reducing the skill required will really "satisfy" them as gamers. What keeps me coming back to a game is the knowledge that I can constantly improve. I think that is what always brings me back to broodwar. MBS removes a huge arena where individuals can improve and in my opinion will result in stale gameplay fairly rapidly.

MBS is essentially the auto-aim of real time strategy. Can you imagine a competitive first person shooter with auto-aim? From my perspective arguments that MBS is essential sound almost as silly. In a FPS community, players demanding that autoaim be included so the game isn't dominated by prior pros is just asking for ridicule.

I think ultimately that pro-MBS players run into the thought wall. They play the game and their adrenaline picks up and they cant think anymore. I understand the frustration in this, but part of the deep enjoyment of competitive gaming is overcoming this wall. I can see this from the perspective of individuals who have yet to achieve this but at the risk of being paternal, I think its important for every gamer to approach this barrier and overcome it. At the very least I think its important for gamers to approach it.

I think MBS and auto mining is fine for the single player and even some multiplayer, but there needs to be an option to have both disabled for competitive play.



To attempt a simile: Starcraft is like the 100m hurdles of the RTS world. It would be silly for those in track and field to argue that we should remove the hurdles so we can focus on the core of the sport which is running fast. Its the hurdles that make it different from the 100m dash. Remove the hurdles and its just like any other race. Remove macro by adding MBS and remove part of what makes starcraft starcraft.



QTF, Amen.

Can someone post this on the starcraft 2 blizzard forum? I constantly get rejected for some reason
Oh no
Spekkio
Profile Joined January 2008
Canada59 Posts
January 17 2008 04:00 GMT
#203
Occasionally I've read these posts, only to catch up on the arguments used. Tonight I've read a lot, and thought a lot (I lent out my CD, and now the 1.15.2 patch wont let me play!). First, I was completely anti MBS, to the point that I would hate to play SC2 if it had it. Then the obvious argument, that you will not be making only one unit, popped into my mind. Because you will have to select a few buildings at a time in order to make a variety of units, and SC2 will have so many units to choose from, all with their own special way of countering others. This will create more diverse armies, so MBS will perhaps have a lesser effect on SC2 than it would in SC, as I have been imagining it on. Also, MBS doesn't only apply to building units, ever try to micro cannons to attack specified units when defending? It's damn hard. By being able to select multiple cannons, or other building defences, you could micro them similar to normal units. Lastly, in regards of Protoss, would MBS affect how the unit warp with pylons works?

So my negative position with regards on MBS is lessening, I can always adapt. Besides, I've never tried MBS before, I may like it.
teamsolid
Profile Joined October 2007
Canada3668 Posts
January 17 2008 04:33 GMT
#204
On January 17 2008 08:17 prOxi.swAMi wrote:
Show nested quote +
On January 17 2008 02:34 Diggity wrote:
I'm sure all of this has been said before but chiming in and repeating myself:

I think of the things that made the original game so successful was the important emphasis on decision making. Beyond APM and strategical thinking, every broodwar player had one common resource... time.

MBS reduces the emphasis on this common resource. Broodwar is essentially a delicate balance between micro and macro. If you invest too much time in micro, you will lose the war, if you invest too much time in macro, you will lose every battle. The game is split 50/50 down these lines.

When you talk about progamers you always talk about the 3 major factors... 1 Micro, 2 Macro, 3 Game sense. If you remove macro you take out 50% of the game.

I understand that individuals who are less skilled in the arena of APM do not want to start the game behind the curve, but honestly I dont think reducing the skill required will really "satisfy" them as gamers. What keeps me coming back to a game is the knowledge that I can constantly improve. I think that is what always brings me back to broodwar. MBS removes a huge arena where individuals can improve and in my opinion will result in stale gameplay fairly rapidly.

MBS is essentially the auto-aim of real time strategy. Can you imagine a competitive first person shooter with auto-aim? From my perspective arguments that MBS is essential sound almost as silly. In a FPS community, players demanding that autoaim be included so the game isn't dominated by prior pros is just asking for ridicule.

I think ultimately that pro-MBS players run into the thought wall. They play the game and their adrenaline picks up and they cant think anymore. I understand the frustration in this, but part of the deep enjoyment of competitive gaming is overcoming this wall. I can see this from the perspective of individuals who have yet to achieve this but at the risk of being paternal, I think its important for every gamer to approach this barrier and overcome it. At the very least I think its important for gamers to approach it.

I think MBS and auto mining is fine for the single player and even some multiplayer, but there needs to be an option to have both disabled for competitive play.



To attempt a simile: Starcraft is like the 100m hurdles of the RTS world. It would be silly for those in track and field to argue that we should remove the hurdles so we can focus on the core of the sport which is running fast. Its the hurdles that make it different from the 100m dash. Remove the hurdles and its just like any other race. Remove macro by adding MBS and remove part of what makes starcraft starcraft.



QTF, Amen.

Can someone post this on the starcraft 2 blizzard forum? I constantly get rejected for some reason

They won't listen to you or anything that comes from TL.net.
HunterGatherer
Profile Joined September 2007
118 Posts
Last Edited: 2008-01-17 04:48:48
January 17 2008 04:48 GMT
#205
They havent listend to us in any of their Q&A's... b.net forums...
InterWill
Profile Joined September 2007
Sweden117 Posts
Last Edited: 2008-01-17 08:29:59
January 17 2008 08:28 GMT
#206
On January 17 2008 13:33 teamsolid wrote:
Show nested quote +
On January 17 2008 08:17 prOxi.swAMi wrote:
On January 17 2008 02:34 Diggity wrote:
I'm sure all of this has been said before but chiming in and repeating myself:

I think of the things that made the original game so successful was the important emphasis on decision making. Beyond APM and strategical thinking, every broodwar player had one common resource... time.

MBS reduces the emphasis on this common resource. Broodwar is essentially a delicate balance between micro and macro. If you invest too much time in micro, you will lose the war, if you invest too much time in macro, you will lose every battle. The game is split 50/50 down these lines.

When you talk about progamers you always talk about the 3 major factors... 1 Micro, 2 Macro, 3 Game sense. If you remove macro you take out 50% of the game.

I understand that individuals who are less skilled in the arena of APM do not want to start the game behind the curve, but honestly I dont think reducing the skill required will really "satisfy" them as gamers. What keeps me coming back to a game is the knowledge that I can constantly improve. I think that is what always brings me back to broodwar. MBS removes a huge arena where individuals can improve and in my opinion will result in stale gameplay fairly rapidly.

MBS is essentially the auto-aim of real time strategy. Can you imagine a competitive first person shooter with auto-aim? From my perspective arguments that MBS is essential sound almost as silly. In a FPS community, players demanding that autoaim be included so the game isn't dominated by prior pros is just asking for ridicule.

I think ultimately that pro-MBS players run into the thought wall. They play the game and their adrenaline picks up and they cant think anymore. I understand the frustration in this, but part of the deep enjoyment of competitive gaming is overcoming this wall. I can see this from the perspective of individuals who have yet to achieve this but at the risk of being paternal, I think its important for every gamer to approach this barrier and overcome it. At the very least I think its important for gamers to approach it.

I think MBS and auto mining is fine for the single player and even some multiplayer, but there needs to be an option to have both disabled for competitive play.



To attempt a simile: Starcraft is like the 100m hurdles of the RTS world. It would be silly for those in track and field to argue that we should remove the hurdles so we can focus on the core of the sport which is running fast. Its the hurdles that make it different from the 100m dash. Remove the hurdles and its just like any other race. Remove macro by adding MBS and remove part of what makes starcraft starcraft.



QTF, Amen.

Can someone post this on the starcraft 2 blizzard forum? I constantly get rejected for some reason

They won't listen to you or anything that comes from TL.net.

Listening to someone and agreeing with someone are two different things.
Nitro68
Profile Blog Joined December 2007
France470 Posts
January 17 2008 10:55 GMT
#207
With MBS you won't use only one hotkey for all you gateways, but even if you need to mix units, you will use 2 or 3 hotkeys... With 150 units/group you won't need a lot of hotkey for your units so nobody will need more than 10 hotkeys. Nobody will have to go back to his base to produce units in 10 gateway... this hurt the macro of the game.
Tal
Profile Blog Joined May 2004
United Kingdom1015 Posts
January 18 2008 02:12 GMT
#208
I've posted in old debates, but was thinking a bit more about it, so here I am again.

I'm a (relatively) casual player of Starcraft, I haven't played recently, but when I used to play I must have played something like 1500 games and all the missions etc. Like my 3 friends who play, I think the interface is extremely frustrating. I think the game balance, available strategies and style of the game is superb, but found it intensely frustrating to lose games to players I had outplayed strategically, because I couldn't keep up endless production over a 30 minute game. I don't want to play starcraft like it's a competitive sport, I want to play it like it's a balanced, fascinating strategy game, that moves quickly, and in real time. I would be more than happy to go slightly further than MBS, and be able to turn on a button on certain buildings so they would continually build a unit. For me to really enjoy starcraft 2, the interface would have to change for the simpler. There would still be so much to focus on, I think the game would be only really affected at pro level.

With regard to pro level, I just don't enjoy watching people able to hit keys on a keyboard in a highly disciplined way, nor witnessing the achievement of over coming an archaic interface. I want to see highly intelligent strategies, reactions and mind games - things which I believe are damaged by the interface problems.

Carrying on the selfish lines this whole post has taken, I'd also like to say that I think it is a harsh requirement to ask someone to train themselves to the level the current game requires to play starcraft well. Apart from the fact I would be unable to (RSI from guitar playing is actually what stopped me playing Starcraft in the first place), Ialso don't have the will to do it, and don't think I should need to, to properly enjoy Starcraft.

I think everyone except those who play starcraft intensely would feel the same way as I do. I have read a lot of people's posts on this debate, and I understand the argument that concentration is a resource, and that macro interface problems mean you have to constantly split attention etc. I just don't want to play a computer game which is so challenging physically, and think the concentration resource can be created in many other ways.
It is what you read when you don't have to that determines what you will be when you can't help it.
prOxi.swAMi
Profile Blog Joined November 2004
Australia3091 Posts
January 18 2008 08:25 GMT
#209
I completely see where you're coming from Tal, but when it comes down to it I think the pros are the ones blizzard need to cater for, not the casuals.
I can't imagine any casual gamer being like "Oh, no MBS?! I'm SO not buying that now"
MBS is not needed to sell SC2, its name alone will. So all that's left to worry about (now that sales is out of the way), is that it maintains a high status among the most serious of gamers. MBS is required for this, IMO.
Oh no
Unentschieden
Profile Joined August 2007
Germany1471 Posts
January 18 2008 11:54 GMT
#210
On January 18 2008 17:25 prOxi.swAMi wrote:
I completely see where you're coming from Tal, but when it comes down to it I think the pros are the ones blizzard need to cater for, not the casuals.
I can't imagine any casual gamer being like "Oh, no MBS?! I'm SO not buying that now"
MBS is not needed to sell SC2, its name alone will. So all that's left to worry about (now that sales is out of the way), is that it maintains a high status among the most serious of gamers. MBS is required for this, IMO.


You pulled that straight out of your ass. Casuals are the guys reading reviews before they buy. Thouse usually make controls a part of the rating. The majority of casuals does not look at the producer and some don´t remember SC (too young) so they will simply juyt buy it when the game has a 90%+ rating (ore equivalent).

Pros and SC fanboys on the other hand propably already preordered the game already. (or would have if they could). The ones buying SC2 because it is SC/from Blizzard are NOT the casuals.

A great game does not make it´s sequel succsessfull - take a look at Master of Orion 2 and 3.
Gandalf
Profile Joined August 2004
Pakistan1905 Posts
January 18 2008 13:06 GMT
#211
Dude the exclusion of MBS might result in a very small percentage of people not purchasing SC2, but its starcraft 2 man, its going to sell a ton no matter what. A lot of the people on these forums are anti MBS, but most of them will end ups buying SC2 even if it does include MBS.

Even if reviewers DONT like the exclusion of MBS, they'll sure as hell like everything else about it. They'll say it wasnt perfect, but it'll still get a 9.5, and it'll still sell like hotcakes.

The real question is how MBS will modify gameplay, and be detrimental to the longevitiy and competitiveness of the game. You want a game that lasts ten years? Keep MBS out.
rpf
Profile Blog Joined January 2007
United States2705 Posts
January 18 2008 14:38 GMT
#212
Instead of writing a wall of text, I'm just going to make some general points.

1. MBS is not automation, nor is it adding a "chance on hit effect," or other effect or ability that is performed randomly without user input. Inherently, MBS does not imbalance the game. Why?

2. MBS is not automation; it is just an improvement on an older system. If anything, I think MBS will smooth the learning curve for newer players. Think back to when you had 60 APM. Remember how tough it was to macro, micro, and watch your unit production all at the same time? I do. If I had MBS then, it would have helped, but it wouldn't have made me win games.

3. Strategy wins games. Spamming hotkeys doesn't. People forget that armies are almost always comprised of at least two units, often made from the same production building. In PvP I always had zealots, dragoons, high templar, a few archons, observers, and maybe other units depending on the map or general flow of the game. In SC2, I could not press one hotkey to take my back to my production buildings, press one hotkey once to queue up 32543 of the same unit, and expect to win the game. The point is, you still have to manage the army you create, and you still have to manage what units you make in what quantities.

4. MBS just makes macro a little easier. That doesn't mean it's detracting from the game, or dumbing the game down, or anything like that.
"A fear of weapons is a sign of retarded sexual and emotional maturity." - Sigmund Freud
prOxi.swAMi
Profile Blog Joined November 2004
Australia3091 Posts
Last Edited: 2008-01-18 15:37:38
January 18 2008 15:33 GMT
#213
On January 18 2008 20:54 Unentschieden wrote:
Show nested quote +
On January 18 2008 17:25 prOxi.swAMi wrote:
I completely see where you're coming from Tal, but when it comes down to it I think the pros are the ones blizzard need to cater for, not the casuals.
I can't imagine any casual gamer being like "Oh, no MBS?! I'm SO not buying that now"
MBS is not needed to sell SC2, its name alone will. So all that's left to worry about (now that sales is out of the way), is that it maintains a high status among the most serious of gamers. MBS is required for this, IMO.


You pulled that straight out of your ass. Casuals are the guys reading reviews before they buy. Thouse usually make controls a part of the rating. The majority of casuals does not look at the producer and some don´t remember SC (too young) so they will simply juyt buy it when the game has a 90%+ rating (ore equivalent).

Pros and SC fanboys on the other hand propably already preordered the game already. (or would have if they could). The ones buying SC2 because it is SC/from Blizzard are NOT the casuals.

A great game does not make it´s sequel succsessfull - take a look at Master of Orion 2 and 3.

Sigh, well thanks for that incredibly mature response. My ass, I promise you, was not the origin of my post.
You see, I realise people do read the reviews before deciding to buy. But do you seriously think no MBS is going to make people review it badly?
"The game is totally awesome. So fast paced, really rightly balanced and hard-hitting action that we're sure gamers will soak up for another ten years. BUT! Don't buy it, there is no MBS "
No.
It will get good reviews either way. Every Blizzard game does.
btw if you're going to reply can you not be rude to me? I'm a sensitive man and I will get upset if you are rude! Please be gentle! (rofl)
Oh no
dybydx
Profile Blog Joined December 2007
Canada1764 Posts
January 20 2008 23:40 GMT
#214
i voice my support for MBS. sure it lowers the skill req for macro players but i am sure macro is more than just being able to build units while conducting a battle.

i think the time shaved off will allow macro players to use their army to fight multiple fronts. giving a new definition to "strong macro".
...from the land of imba
prOxi.swAMi
Profile Blog Joined November 2004
Australia3091 Posts
January 21 2008 22:44 GMT
#215
On January 21 2008 08:40 dybydx wrote:
i voice my support for MBS. sure it lowers the skill req for macro players but i am sure macro is more than just being able to build units while conducting a battle.

i think the time shaved off will allow macro players to use their army to fight multiple fronts. giving a new definition to "strong macro".

You're right, macro is not just making units, it's also managing economy but you remember what automine is doing to that right?
As for 'fighting multiple fronts giving a new definition to strong macro', i don't see how they relate.
Oh no
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
January 21 2008 23:00 GMT
#216
They want to remove the execution factor of macro and limit it to decision making only.

If they succeed expect to see the same with micro. RTS games already have been criticized for the existence of micro.
Aphelion
Profile Blog Joined December 2005
United States2720 Posts
January 22 2008 01:01 GMT
#217
On January 22 2008 08:00 BlackStar wrote:
They want to remove the execution factor of macro and limit it to decision making only.

If they succeed expect to see the same with micro. RTS games already have been criticized for the existence of micro.



Which is as retarded as ever. Execution itself is a key component of a good RTS and of any good sport. Wanting to remove it is usually a clear sign of noobishness.
But Garimto was always more than just a Protoss...
prOxi.swAMi
Profile Blog Joined November 2004
Australia3091 Posts
January 22 2008 02:48 GMT
#218
On January 22 2008 10:01 Aphelion wrote:
Show nested quote +
On January 22 2008 08:00 BlackStar wrote:
They want to remove the execution factor of macro and limit it to decision making only.

If they succeed expect to see the same with micro. RTS games already have been criticized for the existence of micro.



Which is as retarded as ever. Execution itself is a key component of a good RTS and of any good sport. Wanting to remove it is usually a clear sign of noobishness.

I'd go as far as to say it's not a sign, but evidence of noobishness.
Oh no
dybydx
Profile Blog Joined December 2007
Canada1764 Posts
January 22 2008 03:16 GMT
#219
As for 'fighting multiple fronts giving a new definition to strong macro', i don't see how they relate.


well, in SC micro is usually taking 1 squad of units and dance em around.
macro is usually playing with strong econ and continuously pump units into ur enemy's face.

with MBS and automine, having multiple base and pumping units will be easier. but the macro skill is not wasted. you can use that time to do flanks or attack multiple expansions.

basically i relate macro to multi tasking
...from the land of imba
talismania
Profile Blog Joined December 2007
United States2364 Posts
January 22 2008 03:38 GMT
#220
I've used the "free time" argument before in anti-anti-MBS posts, but on further reflection I think it may be misguided; it assumes a certain necessity for aggression in SC2 that simply might not exist. In other words, players might be rewarded for sitting back during certain points of the game (as they do in sc currently) as opposed to pressing in multiple attacks or scouting like crazy or whatever. (on the other hand, it is of course possible that sc2 will necessitate a very aggressive style of play, or even that macro-easifying stuff will make this style popular, who knows).

Bottom line is that MBS will decrease the skill ceiling if nothing else is added to deepen other aspects of the game. These aspects don't necessarily have to be "mechanical" aspects, mind you. But something else has to be ratcheted up. Whether it's the number of viable strategies ( increased strategies leading to increased need for scouting, etc), or things that add new wrinkles to basic gameplay itself (gold mineral patches, terrain-independent ground units like the reaper, neutral observatories), it has to be in there. And currently, you have to admit, it doesn't seem like there's enough. But testing will tell, and lord knows that Blizzard probably isn't done adding basic new gameplay wrinkles. Let's hope not.
pyrogenetix
Profile Blog Joined March 2006
China5094 Posts
January 22 2008 04:40 GMT
#221
your ability to build units + your ability to control those units + how fast you are = starcraft

your ability to control units - building units - how fast you are = chess

your ability to control units - your ability to build units + how fast you are = NEXUS DESTROYERS CHAOS 6.4 JOIN ALLLL!!!!!111

seriously are we still argueing this? whatever can be said has been said already.

starcraft is NOT just about micro. the audience KNOWS they are macroing. trust me. if you think they dont, then you are noob. how you BALANCE and MULTITASK is EVERYTHING.

when you are fighting TvZ and your army gets raped and you have 2 marines left do you sit there for the next 5 seconds stim running them around? no you dont. with those precious PRECIOUS 5 seconds you could build a new round of marines and medics and expand and build scvs and move your scvs to the minerals. but wait. do you HAVE TIME to move that lone scv to the minerals. YOU KNOW you built one and YOU KNOW its sitting there but you have an army to hotkey you have your mom up your ass about you gaming too much you got a forum full of noobs to convince so you dont have the time to put that lone scv on minerals cuz the costs outweigh that tiny gain in minerals.

then there's always the douchebag who goes BUT I DONT WANT IT TO BE A CLICKFEST. I WANT TO IMPLEMENT MY STRATAGEEEEEEES. its as if these fuckers are fucking gods of war geniuses who fought in WW2 AND vietnam and they have some super fucking revolutionary way of fighting but its just that they're not fast enough and thats holding them back? NO

you're a fucking tennis prodigy huh? the only PROBLEM is that you're a fucking fat wanker with no arm strength, but if you were equipped with a magical tennis bat that could do all the smashes, serves, spins FOR you, you would be able to use your AWESOME STRATAGEEES!!!! RIGHT?

everything you take for granted IS STRATEGY. the only problem is that it was fed to you on a silverspoon. you did not go through 10 fucking games of getting your zealots raped by 4 vultures and THEN realizing that gate-core was the way. zealot micro vs marine attack-run-towards-marine-so-your-zealot-can-hit-after-cooldown was ALSO fed to you. IT IS ALL STRATEGY. you take it all for granted and then say that its a clickfest? muta micro hotkeying an ovie into the group. attack move, attack move attack move with gols, goons, marines when going up chokes so they dont get stuck when they come into range and all the others in the back do the macarena. running a zealot past lurkers to avoid massive splash. zealot bombs. temp drops, reaver micro EVERYTHING was thought of, tested, thrown out the window, retested, thought over, revolutionized. YOU are just the fucking snobby asshole who jumped on the bandwagon after sc2 was announced and you had a few games on BGH with your other fucking noob friends and took a few peeks here and there on TL and you're saying its A FUCKING CLICKFEST? treading over the hard work of others, you make me fucking sick.
Yea that looks just like Kang Min... amazing game sense... and uses mind games well, but has the micro of a washed up progamer.
Fen
Profile Blog Joined June 2006
Australia1848 Posts
January 22 2008 04:44 GMT
#222
On January 22 2008 12:16 dybydx wrote:
Show nested quote +
As for 'fighting multiple fronts giving a new definition to strong macro', i don't see how they relate.


with MBS and automine, having multiple base and pumping units will be easier. but the macro skill is not wasted. you can use that time to do flanks or attack multiple expansions.

basically i relate macro to multi tasking


This post assumes that the reason most players dont attack on multiple fronts and flank as often is due to the fact that they must macro. Obviously this logic is flawed.
BlackSphinx
Profile Joined November 2007
Canada317 Posts
January 22 2008 09:05 GMT
#223
On January 22 2008 13:44 Fen wrote:
Show nested quote +
On January 22 2008 12:16 dybydx wrote:
As for 'fighting multiple fronts giving a new definition to strong macro', i don't see how they relate.


with MBS and automine, having multiple base and pumping units will be easier. but the macro skill is not wasted. you can use that time to do flanks or attack multiple expansions.

basically i relate macro to multi tasking


This post assumes that the reason most players dont attack on multiple fronts and flank as often is due to the fact that they must macro. Obviously this logic is flawed.


Well, StarCraft 2 will certainly see more multiple attacks than SC1. But certainly not because of easier macro. Separating your army is not often a good idea.

Deepstriking though (Phase prisms, nexus worms, drop pods and maybe more) will cause this and should be quite fun to watch.

Wraithlin
Profile Joined October 2007
United Kingdom50 Posts
Last Edited: 2008-01-22 16:05:10
January 22 2008 16:02 GMT
#224
Serious question for the anti-mbs, anti atuo-mine crowd.

What aren't you going to whine about ?
No seriously tell me, what are you not going to throw a shitty fit over ?
Simply shouting about everything will only lead to being ignored, because you are failing to be constructive.

Im pro-MBS.
I dont find my ability to spam 1m2m3m4m5m6m7m8m a particularly interesting thing to work on for hours, I have better things to do. I also disagree on this whole "You will never have to leave your army" shit, unless you are rallying every unit straight to the frontlines, you are still going to have to leave your army to direct those units you just built. You are still going to have to leave your army to build whatever buildings you are generating by directing your peons.

MBS does one thing; it lets you build units from many buildings with 2 button pressess instead of 10. Thats it, it doesnt do anything more or less than reduce the number of buttons you hit to achieve a result. And, as long as there is still an advantage to SBS over MBS (better unit mixes, better use of resources, whatever), it will do nothing except lower the barrier to entry for new games.


Simply saying "everyone who likes MBS is a noob and should die" underlines the fact you are behaving irrationally and increases the chances Blizzard ignore you for the frothymouthed carpet chewer you are. It would be nice to debate the actual pros and cons, but it appears that the community at large consists of flamers and shit-slingers; with that in mind I really do hope blizzard ignores most of you.
jngngshk321
Profile Joined April 2003
Korea (South)457 Posts
January 22 2008 17:42 GMT
#225
most of these <50 post users are probably people from the blizzard starcraft 2 board seeing as how every point they have raised has been argued in the previous mbs thread.
NatsuTerran
Profile Blog Joined June 2007
United States364 Posts
January 22 2008 17:53 GMT
#226
On January 22 2008 13:40 pyrogenetix wrote:
your ability to build units + your ability to control those units + how fast you are = starcraft

your ability to control units - building units - how fast you are = chess

your ability to control units - your ability to build units + how fast you are = NEXUS DESTROYERS CHAOS 6.4 JOIN ALLLL!!!!!111

seriously are we still argueing this? whatever can be said has been said already.

starcraft is NOT just about micro. the audience KNOWS they are macroing. trust me. if you think they dont, then you are noob. how you BALANCE and MULTITASK is EVERYTHING.

when you are fighting TvZ and your army gets raped and you have 2 marines left do you sit there for the next 5 seconds stim running them around? no you dont. with those precious PRECIOUS 5 seconds you could build a new round of marines and medics and expand and build scvs and move your scvs to the minerals. but wait. do you HAVE TIME to move that lone scv to the minerals. YOU KNOW you built one and YOU KNOW its sitting there but you have an army to hotkey you have your mom up your ass about you gaming too much you got a forum full of noobs to convince so you dont have the time to put that lone scv on minerals cuz the costs outweigh that tiny gain in minerals.

then there's always the douchebag who goes BUT I DONT WANT IT TO BE A CLICKFEST. I WANT TO IMPLEMENT MY STRATAGEEEEEEES. its as if these fuckers are fucking gods of war geniuses who fought in WW2 AND vietnam and they have some super fucking revolutionary way of fighting but its just that they're not fast enough and thats holding them back? NO

you're a fucking tennis prodigy huh? the only PROBLEM is that you're a fucking fat wanker with no arm strength, but if you were equipped with a magical tennis bat that could do all the smashes, serves, spins FOR you, you would be able to use your AWESOME STRATAGEEES!!!! RIGHT?

everything you take for granted IS STRATEGY. the only problem is that it was fed to you on a silverspoon. you did not go through 10 fucking games of getting your zealots raped by 4 vultures and THEN realizing that gate-core was the way. zealot micro vs marine attack-run-towards-marine-so-your-zealot-can-hit-after-cooldown was ALSO fed to you. IT IS ALL STRATEGY. you take it all for granted and then say that its a clickfest? muta micro hotkeying an ovie into the group. attack move, attack move attack move with gols, goons, marines when going up chokes so they dont get stuck when they come into range and all the others in the back do the macarena. running a zealot past lurkers to avoid massive splash. zealot bombs. temp drops, reaver micro EVERYTHING was thought of, tested, thrown out the window, retested, thought over, revolutionized. YOU are just the fucking snobby asshole who jumped on the bandwagon after sc2 was announced and you had a few games on BGH with your other fucking noob friends and took a few peeks here and there on TL and you're saying its A FUCKING CLICKFEST? treading over the hard work of others, you make me fucking sick.


QFT
I love you.
pyrogenetix
Profile Blog Joined March 2006
China5094 Posts
Last Edited: 2008-01-22 19:21:03
January 22 2008 19:20 GMT
#227
On January 23 2008 01:02 Wraithlin wrote:
Im pro-MBS.
I dont find my ability to spam 1m2m3m4m5m6m7m8m a particularly interesting thing to work on for hours, I have better things to do. I also disagree...

Just because I don't sit down and regurgitate everything that has already been said before by numerous people does not mean I cannot hold a civilized argument, its just that if I restate everything that has already been said it insults my intelligence and yours.

again, you seem to think that sc is

stratagy + micro - macro

that is -wrong-

I have played many players who are much better than me at micro but are significantly weaker than me at macro and so if I am able to survive early game I know that I have gained an advantage.

Its probably the equivalent if a strong macro player says "well i suck at micro so why dont we have auto-micro then omg i would win so hard"

You are the micro player who thinks "shit my macro sucks well lets make it auto-build then awesome i would win"

if you do not have the ability to quickly and efficiently create wave after wave of warriors, but enjoy microing your units then perhaps sc is not the game for you. for me, it is not tedious. it is something that i enjoy doing and when i see a difference in my army size as opposed to my enemy, its one of the best feelings in the world.

sc is just like a day at the beach. no matter how hard you try to grab hold of a handful of sand, little particles will always escape. you just have to make do with whatever sand you have left in your hand.

and if you're really trying to push that "i got better things to do than spend my time with a bunch of starcraft nerds with NOTHING BETTER TO DO" you will find that your attitude is one of the most unwelcome around here. Take a good long look around you. If you went into a soccer hooligan pub in England and the local team just lost and you shout out "OMG ITS JUST A GAME", what do you think your chances of exiting that pub alive are?
Yea that looks just like Kang Min... amazing game sense... and uses mind games well, but has the micro of a washed up progamer.
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
January 22 2008 20:24 GMT
#228
On January 23 2008 01:02 Wraithlin wrote:
Serious question for the anti-mbs, anti atuo-mine crowd.

What aren't you going to whine about ?
No seriously tell me, what are you not going to throw a shitty fit over ?
Simply shouting about everything will only lead to being ignored, because you are failing to be constructive.


What are you trying to say? We want to ruin the game on purpose? We don't understand the game? We don't understand fun? Our judgment is bad? We whine for the sake of whining?

This is just a silly personal attack. Why do you ignore arguments against interface automations? Especially while they are so strong and easy to understand.


Im pro-MBS.
I dont find my ability to spam 1m2m3m4m5m6m7m8m a particularly interesting thing to work on for hours, I have better things to do.


Then don't play RTS games.

I also disagree on this whole "You will never have to leave your army" shit, unless you are rallying every unit straight to the frontlines, you are still going to have to leave your army to direct those units you just built.


Unless, yes. Unless. You will be using your rally point. And if you switch to your rally point, which you don't even have to do, you will not be switching to your base. But to your army.

See? You just refuted your own argument.


Simply saying "everyone who likes MBS is a noob and should die" underlines the fact you are behaving irrationally and increases the chances Blizzard ignore you...


It's a fact that the more skilled a person is, the more probable it is that this person opposes MBS.
Sentus
Profile Joined January 2008
Canada2 Posts
January 22 2008 22:36 GMT
#229
I made an account for this since I really found this very interesting.

I highly doubt that MBS will "ruin" Starcraft 2 simply because it makes the game easier, though I'm not going to force anything on anyone since I haven't played the demo. It's not as if only the "noobs" get this advantage. Everyone who deserves to be called a "pro" in my opinion or even above average should easily be able to adapt. Definitely, they're skill level may drop to the ones of a lower leveled player but that doesn't mean they'll stay like that. Though easily they should be able to regain their skill level to their original standards.

Personally, I do find the fast clicking of competitive play intriguing but when watching most of the videos, I watch from a spectator view (I'm pretty sure a lot of people do) and rarely do they switch to first person mode. Maybe it's just me and a few other English commentators, but I find Starcraft fun to watch because of people like Boxer where they come up with many interesting strategies to counter playing styles of other people and the epic battles that goes on all over the map.

IMO at the most upper tier of competitive play, the speed of clicking buildings is rarely ever a major factor which decides a game. At the lower end, it's about fun and maybe it's only me but I don't think MBS will hinder "fun" at all. Pros will own noobs pretty easily, noobs will put up a slightly better fight (which is more fun, no fun in picking off helpless noobs), So, when I look at it, noobs being able to put up a better fight is more "fun" and feels a lot more accomplishing than pretty much hitting on a helpless baby.

Anyways, just an opinion.
jngngshk321
Profile Joined April 2003
Korea (South)457 Posts
January 22 2008 23:21 GMT
#230
On January 23 2008 07:36 Sentus wrote:
I made an account for this since I really found this very interesting.

I highly doubt that MBS will "ruin" Starcraft 2 simply because it makes the game easier, though I'm not going to force anything on anyone since I haven't played the demo. It's not as if only the "noobs" get this advantage. Everyone who deserves to be called a "pro" in my opinion or even above average should easily be able to adapt. Definitely, they're skill level may drop to the ones of a lower leveled player but that doesn't mean they'll stay like that. Though easily they should be able to regain their skill level to their original standards.

Personally, I do find the fast clicking of competitive play intriguing but when watching most of the videos, I watch from a spectator view (I'm pretty sure a lot of people do) and rarely do they switch to first person mode. Maybe it's just me and a few other English commentators, but I find Starcraft fun to watch because of people like Boxer where they come up with many interesting strategies to counter playing styles of other people and the epic battles that goes on all over the map.

IMO at the most upper tier of competitive play, the speed of clicking buildings is rarely ever a major factor which decides a game. At the lower end, it's about fun and maybe it's only me but I don't think MBS will hinder "fun" at all. Pros will own noobs pretty easily, noobs will put up a slightly better fight (which is more fun, no fun in picking off helpless noobs), So, when I look at it, noobs being able to put up a better fight is more "fun" and feels a lot more accomplishing than pretty much hitting on a helpless baby.

Anyways, just an opinion.


It's not about adapting to the new UI. It only takes an hour or so to completely adapt to the new UI. The problem is that it completley removes macromanagement in midgame and lategame (I'm disregarding rallymining and smarcasting)

This results in the reduction of the overall skill ceiling, which means many more people are able to reach the top of this ceiling.

Instead of players who have something to work on, there is now a UI that they can use as a crutch to get to the top. It's not about pro vs. noob, it's about pro vs. pro and how it affects pro vs. pro battles.

When 2 skilled players play against each other, a tiny advantage is a lot. If one player has worse macro than the other player, MBS fills in the gap for them and allows them to have godlike macromanagement abilities. It's not like BW players want noobs to stay as noobs, the BW players want people who play this game competitively to have something to work towards.

If you don't think BW is a strategic game, then watch a couple vods from the year 2000, 2001, 2002 etc. all the way up to 2008. The game is still evolving. The new maps keep the strategies fresh, so it's not like strategy will be going anywhere, but MBS takes completely removes macro across the board.

I was kind of rushed to write this so if I made any mistake then just correct me I guess
Unentschieden
Profile Joined August 2007
Germany1471 Posts
January 22 2008 23:38 GMT
#231
On January 19 2008 00:33 prOxi.swAMi wrote:
Show nested quote +
On January 18 2008 20:54 Unentschieden wrote:
On January 18 2008 17:25 prOxi.swAMi wrote:
I completely see where you're coming from Tal, but when it comes down to it I think the pros are the ones blizzard need to cater for, not the casuals.
I can't imagine any casual gamer being like "Oh, no MBS?! I'm SO not buying that now"
MBS is not needed to sell SC2, its name alone will. So all that's left to worry about (now that sales is out of the way), is that it maintains a high status among the most serious of gamers. MBS is required for this, IMO.


You pulled that straight out of your ass. Casuals are the guys reading reviews before they buy. Thouse usually make controls a part of the rating. The majority of casuals does not look at the producer and some don´t remember SC (too young) so they will simply juyt buy it when the game has a 90%+ rating (ore equivalent).

Pros and SC fanboys on the other hand propably already preordered the game already. (or would have if they could). The ones buying SC2 because it is SC/from Blizzard are NOT the casuals.

A great game does not make it´s sequel succsessfull - take a look at Master of Orion 2 and 3.

Sigh, well thanks for that incredibly mature response. My ass, I promise you, was not the origin of my post.
You see, I realise people do read the reviews before deciding to buy. But do you seriously think no MBS is going to make people review it badly?
"The game is totally awesome. So fast paced, really rightly balanced and hard-hitting action that we're sure gamers will soak up for another ten years. BUT! Don't buy it, there is no MBS "
No.
It will get good reviews either way. Every Blizzard game does.
btw if you're going to reply can you not be rude to me? I'm a sensitive man and I will get upset if you are rude! Please be gentle! (rofl)


Ok I´m sorry about my rude comment. That was a mistake.

Blizzard does not gain awards for being Blizzard. That is just laughable. Their games got great reviews because they were great. NOT because they were from Blizzard (North).
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
January 22 2008 23:46 GMT
#232
On January 23 2008 07:36 Sentus wrote:
I highly doubt that MBS will "ruin" Starcraft 2 simply because it makes the game easier, .


Making the game easier is basically the same thing as ruining it. We are not taking about not making the game fun. We are talking about making the game easier, damaging competition. And thus ruining SC2 as a competitive game.
prOxi.swAMi
Profile Blog Joined November 2004
Australia3091 Posts
January 22 2008 23:56 GMT
#233
On January 23 2008 08:38 Unentschieden wrote:
Show nested quote +
On January 19 2008 00:33 prOxi.swAMi wrote:
On January 18 2008 20:54 Unentschieden wrote:
On January 18 2008 17:25 prOxi.swAMi wrote:
I completely see where you're coming from Tal, but when it comes down to it I think the pros are the ones blizzard need to cater for, not the casuals.
I can't imagine any casual gamer being like "Oh, no MBS?! I'm SO not buying that now"
MBS is not needed to sell SC2, its name alone will. So all that's left to worry about (now that sales is out of the way), is that it maintains a high status among the most serious of gamers. MBS is required for this, IMO.


You pulled that straight out of your ass. Casuals are the guys reading reviews before they buy. Thouse usually make controls a part of the rating. The majority of casuals does not look at the producer and some don´t remember SC (too young) so they will simply juyt buy it when the game has a 90%+ rating (ore equivalent).

Pros and SC fanboys on the other hand propably already preordered the game already. (or would have if they could). The ones buying SC2 because it is SC/from Blizzard are NOT the casuals.

A great game does not make it´s sequel succsessfull - take a look at Master of Orion 2 and 3.

Sigh, well thanks for that incredibly mature response. My ass, I promise you, was not the origin of my post.
You see, I realise people do read the reviews before deciding to buy. But do you seriously think no MBS is going to make people review it badly?
"The game is totally awesome. So fast paced, really rightly balanced and hard-hitting action that we're sure gamers will soak up for another ten years. BUT! Don't buy it, there is no MBS "
No.
It will get good reviews either way. Every Blizzard game does.
btw if you're going to reply can you not be rude to me? I'm a sensitive man and I will get upset if you are rude! Please be gentle! (rofl)


Ok I´m sorry about my rude comment. That was a mistake.

Blizzard does not gain awards for being Blizzard. That is just laughable. Their games got great reviews because they were great. NOT because they were from Blizzard (North).


Not saying good reviews will be the result of the Blizzard name. I'm saying sales will be. Reviews will be good anyway because even though they might not like the lack of MBS, people have already stated it's an incredibly fun game to play.
Oh no
GeneralZap
Profile Joined January 2008
United States172 Posts
Last Edited: 2008-01-23 12:51:42
January 23 2008 00:56 GMT
#234
Well, I will say part of the expansion is in the great network of internet in South Korea. It is faster, and I do believe covers more of the country. In America, my internet connection is too slow for Starcraft. (Transmission speed is the main problem, cost is the reason.) I am 6 foot '7-8 inches tall, although you will most likely not believe me, and I don't blame you. It reminds me of the time someone claiming to be on the Basketball team of the Lakers (Or is it a z?), we were playing evolves, and had a great time getting rid of him. (I am unable to get that same internet connection, even though it still wasn't that good. [Cost.]) Either way, I think there needs to be more sponsors, I'm not sure automation will scare people away as you think. Starcraft is more fun for me than basketball, if I had tried, I could have become a basketball millionare, now, I might be able to get a college scholarship playing basketball, little more. Either way, if video games can get me playing them, it will get more than me.

The economy is a ponderous thing in Starcraft, I wouldn't call it complicated, but I would say you should keep an eye out to be succesful. In other games, I have noticed that even when you have automated mining, you still have to buy more units and select what you want to mine. (Whether that be Vespene, Minerals, or building something.) So economy isn't really lost, but simplified, which will make less of a lurning curve, possibly keeping someone playing the game that originally would not have done so. Some people, just want to micro, which although may seem to hurt, would probably just end up in more money to the game creator. I see what you mean now though, game creators do occasionally get greedy, and might not respect the veterans later on.

One nice thing about automation is, maybe the vet's will start using nukes... I haven't seen that at all myself. Strategy is a fact of life, and they great to see in a game like Starcraft. No I'm not saying we should see them all the time, but they all should be viable, they should be those nice little loopholes you need to make the enemy think their on top, but turn it around a bit. The lack of strategy use will be fixed in Starcraft 2 a bit I believe. Save the nukes, they didn't seem to be improved... I'm worried about that. Mining is a fact of Starcraft. Just not too exciting for the begginers. The begginers are required for vets to exist in a few years however, so clearly there needs to be a balance, and the nuke obviously needs to be more practical for instance.

(And no I am not a scientologist. I do believe in both science, and God, without ignorance, it is clear they back eachother up.)
Death has lost its sting.
CTStalker
Profile Blog Joined November 2004
Canada9720 Posts
January 23 2008 02:09 GMT
#235
On January 23 2008 01:02 Wraithlin wrote:
Serious question for the anti-mbs, anti atuo-mine crowd.

What aren't you going to whine about ?
No seriously tell me, what are you not going to throw a shitty fit over ?
Simply shouting about everything will only lead to being ignored, because you are failing to be constructive.

Im pro-MBS.
I dont find my ability to spam 1m2m3m4m5m6m7m8m a particularly interesting thing to work on for hours, I have better things to do. I also disagree on this whole "You will never have to leave your army" shit, unless you are rallying every unit straight to the frontlines, you are still going to have to leave your army to direct those units you just built. You are still going to have to leave your army to build whatever buildings you are generating by directing your peons.

MBS does one thing; it lets you build units from many buildings with 2 button pressess instead of 10. Thats it, it doesnt do anything more or less than reduce the number of buttons you hit to achieve a result. And, as long as there is still an advantage to SBS over MBS (better unit mixes, better use of resources, whatever), it will do nothing except lower the barrier to entry for new games.


Simply saying "everyone who likes MBS is a noob and should die" underlines the fact you are behaving irrationally and increases the chances Blizzard ignore you for the frothymouthed carpet chewer you are. It would be nice to debate the actual pros and cons, but it appears that the community at large consists of flamers and shit-slingers; with that in mind I really do hope blizzard ignores most of you.

maybe you should actually, oh, i don't know, read the anti-mbs arguments that have been established before posting like this.
By the way, my name is Funk. I am not of your world
CTStalker
Profile Blog Joined November 2004
Canada9720 Posts
January 23 2008 02:11 GMT
#236
On January 23 2008 07:36 Sentus wrote:
IMO at the most upper tier of competitive play, the speed of clicking buildings is rarely ever a major factor which decides a game. At the lower end, it's about fun and maybe it's only me but I don't think MBS will hinder "fun" at all. Pros will own noobs pretty easily, noobs will put up a slightly better fight (which is more fun, no fun in picking off helpless noobs), So, when I look at it, noobs being able to put up a better fight is more "fun" and feels a lot more accomplishing than pretty much hitting on a helpless baby.

Anyways, just an opinion.

you may like to believe that strategy in starcraft trumps mechanics, and it may, but mechanics still play an important role, at least in sc1. mbs could change that though.
By the way, my name is Funk. I am not of your world
KoveN-
Profile Joined October 2004
Australia503 Posts
January 23 2008 04:29 GMT
#237
On January 23 2008 09:56 GeneralZap wrote:
Well, I will say part of the expansion is in the great network of internet in South Korea. It is faster, and I do believe covers more of the country. In America, my internet connection is too slow for Starcraft. (Transmission speed is the main problem, cost is the reason.) I am 6 foot '7-8 inches tall, although you will most likely not believe me, and I don't blame you. It reminds me of the time someone claiming to be on the Basketball team of the Lakers (Or is it a z?), we were playing evolves, and had a great time getting rid of him. (I am unable to get that same internet connection, even though it still wasn't that good. [Cost.]) Either way, I think there needs to be more sponsors, I'm not sure automation will scare people away as you think.

The economy is a ponderous thing in Starcraft, I wouldn't call it complicated, but I would say you should keep an eye out to be succesful. In other games, I have noticed that even when you have automated mining, you still have to buy more units and select what you want to mine. (Whether that be Vespene, Minerals, or building something.) So economy isn't really lost, but simplified, which will make less of a lurning curve, possibly keeping someone playing the game that originally would not have done so. Some people, just want to micro, which although may seem to hurt, would probably just end up in more money to the game creator. I see what you mean now though, game creators do occasionally get greedy, and might not respect the veterans later on.

One nice thing about automation is, maybe the vet's will start using nukes... I haven't seen that at all myself. Strategy is a fact of life, and they great to see in a game like Starcraft. No I'm not saying we should see them all the time, but they all should be viable, they should be those nice little loopholes you need to make the enemy think their on top, but turn it around a bit. The lack of strategy use will be fixed in Starcraft 2 a bit I believe. Save the nukes, they didn't seem to be improved... I'm worried about that. Mining is a fact os Starcraft. Just not too exciting for the begginers. The begginers are required for vets to exist in a few years however, so clearly there needs to be a balance, and the nuke obviously needs to be more practical for instance.


....yeah. Are you a scientologist?
Wraithlin
Profile Joined October 2007
United Kingdom50 Posts
January 23 2008 11:48 GMT
#238
On January 23 2008 04:20 pyrogenetix wrote:
again, you seem to think that sc is

stratagy + micro - macro

that is -wrong-

I have played many players who are much better than me at micro but are significantly weaker than me at macro and so if I am able to survive early game I know that I have gained an advantage.

Its probably the equivalent if a strong macro player says "well i suck at micro so why dont we have auto-micro then omg i would win so hard"

You are the micro player who thinks "shit my macro sucks well lets make it auto-build then awesome i would win"

if you do not have the ability to quickly and efficiently create wave after wave of warriors, but enjoy microing your units then perhaps sc is not the game for you. for me, it is not tedious. it is something that i enjoy doing and when i see a difference in my army size as opposed to my enemy, its one of the best feelings in the world.

sc is just like a day at the beach. no matter how hard you try to grab hold of a handful of sand, little particles will always escape. you just have to make do with whatever sand you have left in your hand.


You missed my point completely.
Im pro-macro, and Im an pro-multi tasking. Im anti-Howfastcanyoumashyourkeyboard. I dont really want SC2 to require the equivalent of para-legal touch typing skills just to play some fun games on BNet. The current state of SC1 is this, log on to BNet lose your first 600 games, then maybe you will have a chance to beat other people starting. The community is stagnant and shrinking everywhere except those countries with a pro-scene, and will continue to shrink as people move out because the barrier to entry is too high. If you want a flourishing SC community in 10 years, this trivial and mundane ability to hit keys on the keyboard really fast needs to go at the lower levels.

Macro is NOT how fast you can click all your buildings (1m2m3m4m5m6m7m). Macro is how you split your time between your army, and your base. Now MBS does not atuomatically remove or reduce the neccesity of leaving your army to control your base; you will still have to move away from your army to build units with peons for example. This is exaclty the same reason why I am anti-automine, because that will remove a task that requires you to take your eye off your army to assign workers. Its also why Im anti-autocast, its removing an activity that requires division of attention.

MBS lets you build from multiple structures with less clicks, functionally you replace 1m2m3m4m5m6m7m8m with 1m. You still have to goto your rally point to direct the newly built units, so you are still having to multitask. Later in the game the effects will be more pronouced because you will not have to return and click-select buildings when you run out of hot-keys; but wasnt Testie asking for more hotkeys (does that make Testie a noob because he wants to reduce those situations when he has to return to his base ?).

Yes you could, in theory, rally all your units direct to the battle and never return to your base; but in practise that would require you to keep a mental count on how long until your units complete so you can set a rally point just before they are spawned and start pathing, which is probably MORE effort than just returning to a rally point near your base to direct them (a-la SC1). Its practically impossible to do this if you are building more than 1 type of unit which will leave your units marching off to whereever the battle was 30seconds ago which is probably a bad thing (tm).

Wraithlin
Profile Joined October 2007
United Kingdom50 Posts
January 23 2008 11:59 GMT
#239
On January 23 2008 11:09 CTStalker wrote:
Show nested quote +
On January 23 2008 01:02 Wraithlin wrote:
Serious question for the anti-mbs, anti atuo-mine crowd.

What aren't you going to whine about ?
No seriously tell me, what are you not going to throw a shitty fit over ?
Simply shouting about everything will only lead to being ignored, because you are failing to be constructive.

Im pro-MBS.
I dont find my ability to spam 1m2m3m4m5m6m7m8m a particularly interesting thing to work on for hours, I have better things to do. I also disagree on this whole "You will never have to leave your army" shit, unless you are rallying every unit straight to the frontlines, you are still going to have to leave your army to direct those units you just built. You are still going to have to leave your army to build whatever buildings you are generating by directing your peons.

MBS does one thing; it lets you build units from many buildings with 2 button pressess instead of 10. Thats it, it doesnt do anything more or less than reduce the number of buttons you hit to achieve a result. And, as long as there is still an advantage to SBS over MBS (better unit mixes, better use of resources, whatever), it will do nothing except lower the barrier to entry for new games.


Simply saying "everyone who likes MBS is a noob and should die" underlines the fact you are behaving irrationally and increases the chances Blizzard ignore you for the frothymouthed carpet chewer you are. It would be nice to debate the actual pros and cons, but it appears that the community at large consists of flamers and shit-slingers; with that in mind I really do hope blizzard ignores most of you.

maybe you should actually, oh, i don't know, read the anti-mbs arguments that have been established before posting like this.


What like the 400 flamers who pretty much have a canned response to anything, I have read the whole of this thread, and the one before it. The anti MBS argumen can be summarized as this:
"Changing the UI makes the game easier, which makes the game less competative, which makes the game worse."

That, my friend, is reductionism, and reductionism is a fundamentally flawed standpoint. Making the game easier is not always the same as making the game less competative; SC is EASIER than WC2 but it is also more competative.

Secondly competativeness is a narrow definition of worse, is Blizzard dumb down SC2 and sell 10million copies do you think they will consider it a success ?

Which do you think Blizzard consider a bigger sucess, SC or WC3?
One has a player based tens of times bigger than the other.

Yes my opening questons were inflamatory, but honestly the majority of anti-mbs posts are flames or ad-hominem attacks on anyone who is pro-mbs by people who dont want anything changed. If you feel that changing anything is going to make SC2 worse than SC1, then you will never be happy and your opinions are pretty much worthless; if you are not even willing to consider that SC can be changed to make it better, you dont belong in a discussion about the future versions of SC.

I wont repeat my post above this one but I will repeat the key points.
I am PRO-MACRO
I am PRO-MBS
Hitting keys quickly is not macro, macro is the dvision of attention, actions, and concentration between your army and your base. What we should be focusing on is arguing for a version of MBS which preserves the need for a player to divide his attention, without requiring him to type 100wpm.
NatsuTerran
Profile Blog Joined June 2007
United States364 Posts
January 23 2008 14:55 GMT
#240
On January 23 2008 20:48 Wraithlin wrote:
Show nested quote +
On January 23 2008 04:20 pyrogenetix wrote:
again, you seem to think that sc is

stratagy + micro - macro

that is -wrong-

I have played many players who are much better than me at micro but are significantly weaker than me at macro and so if I am able to survive early game I know that I have gained an advantage.

Its probably the equivalent if a strong macro player says "well i suck at micro so why dont we have auto-micro then omg i would win so hard"

You are the micro player who thinks "shit my macro sucks well lets make it auto-build then awesome i would win"

if you do not have the ability to quickly and efficiently create wave after wave of warriors, but enjoy microing your units then perhaps sc is not the game for you. for me, it is not tedious. it is something that i enjoy doing and when i see a difference in my army size as opposed to my enemy, its one of the best feelings in the world.

sc is just like a day at the beach. no matter how hard you try to grab hold of a handful of sand, little particles will always escape. you just have to make do with whatever sand you have left in your hand.



MBS lets you build from multiple structures with less clicks, functionally you replace 1m2m3m4m5m6m7m8m with 1m. You still have to goto your rally point to direct the newly built units, so you are still having to multitask. Later in the game the effects will be more pronouced because you will not have to return and click-select buildings when you run out of hot-keys; but wasnt Testie asking for more hotkeys (does that make Testie a noob because he wants to reduce those situations when he has to return to his base ?).



No because nobody hotkeys their barracks in TvZ and goes 1m2m3m4m5m. There is NEVER enough keyboard room to do that. I don't know anything about zerg or toss but I know that terran mechanics rarely calls for keyboard only macro. It's mainly used during vult harass or drops. Also, you don't have to be a fast typer to be competitive. I started playing a mere 1.5 years ago (off and on) and I can get at least an even win:loss ratio on ICC with APM ranging from 100-150. APM is completely independent of typing as I can't type faster than 30 wpm.

Sentus
Profile Joined January 2008
Canada2 Posts
January 23 2008 22:13 GMT
#241
On January 23 2008 08:21 jngngshk321 wrote:
Show nested quote +
On January 23 2008 07:36 Sentus wrote:
I made an account for this since I really found this very interesting.

I highly doubt that MBS will "ruin" Starcraft 2 simply because it makes the game easier, though I'm not going to force anything on anyone since I haven't played the demo. It's not as if only the "noobs" get this advantage. Everyone who deserves to be called a "pro" in my opinion or even above average should easily be able to adapt. Definitely, they're skill level may drop to the ones of a lower leveled player but that doesn't mean they'll stay like that. Though easily they should be able to regain their skill level to their original standards.

Personally, I do find the fast clicking of competitive play intriguing but when watching most of the videos, I watch from a spectator view (I'm pretty sure a lot of people do) and rarely do they switch to first person mode. Maybe it's just me and a few other English commentators, but I find Starcraft fun to watch because of people like Boxer where they come up with many interesting strategies to counter playing styles of other people and the epic battles that goes on all over the map.

IMO at the most upper tier of competitive play, the speed of clicking buildings is rarely ever a major factor which decides a game. At the lower end, it's about fun and maybe it's only me but I don't think MBS will hinder "fun" at all. Pros will own noobs pretty easily, noobs will put up a slightly better fight (which is more fun, no fun in picking off helpless noobs), So, when I look at it, noobs being able to put up a better fight is more "fun" and feels a lot more accomplishing than pretty much hitting on a helpless baby.

Anyways, just an opinion.


It's not about adapting to the new UI. It only takes an hour or so to completely adapt to the new UI. The problem is that it completley removes macromanagement in midgame and lategame (I'm disregarding rallymining and smarcasting)

This results in the reduction of the overall skill ceiling, which means many more people are able to reach the top of this ceiling.

Instead of players who have something to work on, there is now a UI that they can use as a crutch to get to the top. It's not about pro vs. noob, it's about pro vs. pro and how it affects pro vs. pro battles.

When 2 skilled players play against each other, a tiny advantage is a lot. If one player has worse macro than the other player, MBS fills in the gap for them and allows them to have godlike macromanagement abilities. It's not like BW players want noobs to stay as noobs, the BW players want people who play this game competitively to have something to work towards.

If you don't think BW is a strategic game, then watch a couple vods from the year 2000, 2001, 2002 etc. all the way up to 2008. The game is still evolving. The new maps keep the strategies fresh, so it's not like strategy will be going anywhere, but MBS takes completely removes macro across the board.

I was kind of rushed to write this so if I made any mistake then just correct me I guess
I don't mind, I'm not going to go nitpicking every mistake to make myself seem better than everyone else.

I don't think macro is defined as how fast you can click. In general RTS, I usually see macro be used as a term for managing your economy, expanding, teching etc. I fully understand that with the addition of MBS, later game would discourage the people with god-like clicking. Though macro is not only about clicking faster than the other guy. It's not like with 200 minerals you can create 8 marines instead of 4 if you have MBS. MBS does not make someone have god-like macro, it just makes them have god-like clicking (relatively so to speak) though the decisions you make with your economy would turn the battle much faster than getting the marines out 2 seconds faster in my opinion.

If you guys are concerned about Pro vs. Pro, I don't think anyone can instantly assume that with MBS, everything would be much easier for "noob-pros" in professional gaming. It may discourage the clicking-gods, but from any spectators' point of view, the games are not going to be any less epic. Besides, god-like clicking comes with practice and skill. If the necessity of it isn't in Starcraft 2, the professionals could easily dedicate their time to other skills. It may lower the roof for clicking but it raises the bar for everything else in my opinion.
BlackSphinx
Profile Joined November 2007
Canada317 Posts
January 24 2008 03:41 GMT
#242
I know what we can do!

Step 1: Wait for Boxer to finish his military service.
Step 2: Send Boxer in to test Starcraft 2.
Step 3: Have Boxer beat down everybody that has done a crap job in SC2, Korean army style.
Step 4: ...
Step 5: Profit.
Aphelion
Profile Blog Joined December 2005
United States2720 Posts
January 24 2008 04:27 GMT
#243
On January 24 2008 07:13 Sentus wrote:
Show nested quote +
On January 23 2008 08:21 jngngshk321 wrote:
On January 23 2008 07:36 Sentus wrote:
I made an account for this since I really found this very interesting.

I highly doubt that MBS will "ruin" Starcraft 2 simply because it makes the game easier, though I'm not going to force anything on anyone since I haven't played the demo. It's not as if only the "noobs" get this advantage. Everyone who deserves to be called a "pro" in my opinion or even above average should easily be able to adapt. Definitely, they're skill level may drop to the ones of a lower leveled player but that doesn't mean they'll stay like that. Though easily they should be able to regain their skill level to their original standards.

Personally, I do find the fast clicking of competitive play intriguing but when watching most of the videos, I watch from a spectator view (I'm pretty sure a lot of people do) and rarely do they switch to first person mode. Maybe it's just me and a few other English commentators, but I find Starcraft fun to watch because of people like Boxer where they come up with many interesting strategies to counter playing styles of other people and the epic battles that goes on all over the map.

IMO at the most upper tier of competitive play, the speed of clicking buildings is rarely ever a major factor which decides a game. At the lower end, it's about fun and maybe it's only me but I don't think MBS will hinder "fun" at all. Pros will own noobs pretty easily, noobs will put up a slightly better fight (which is more fun, no fun in picking off helpless noobs), So, when I look at it, noobs being able to put up a better fight is more "fun" and feels a lot more accomplishing than pretty much hitting on a helpless baby.

Anyways, just an opinion.


It's not about adapting to the new UI. It only takes an hour or so to completely adapt to the new UI. The problem is that it completley removes macromanagement in midgame and lategame (I'm disregarding rallymining and smarcasting)

This results in the reduction of the overall skill ceiling, which means many more people are able to reach the top of this ceiling.

Instead of players who have something to work on, there is now a UI that they can use as a crutch to get to the top. It's not about pro vs. noob, it's about pro vs. pro and how it affects pro vs. pro battles.

When 2 skilled players play against each other, a tiny advantage is a lot. If one player has worse macro than the other player, MBS fills in the gap for them and allows them to have godlike macromanagement abilities. It's not like BW players want noobs to stay as noobs, the BW players want people who play this game competitively to have something to work towards.

If you don't think BW is a strategic game, then watch a couple vods from the year 2000, 2001, 2002 etc. all the way up to 2008. The game is still evolving. The new maps keep the strategies fresh, so it's not like strategy will be going anywhere, but MBS takes completely removes macro across the board.

I was kind of rushed to write this so if I made any mistake then just correct me I guess
I don't mind, I'm not going to go nitpicking every mistake to make myself seem better than everyone else.

I don't think macro is defined as how fast you can click. In general RTS, I usually see macro be used as a term for managing your economy, expanding, teching etc. I fully understand that with the addition of MBS, later game would discourage the people with god-like clicking. Though macro is not only about clicking faster than the other guy. It's not like with 200 minerals you can create 8 marines instead of 4 if you have MBS. MBS does not make someone have god-like macro, it just makes them have god-like clicking (relatively so to speak) though the decisions you make with your economy would turn the battle much faster than getting the marines out 2 seconds faster in my opinion.

If you guys are concerned about Pro vs. Pro, I don't think anyone can instantly assume that with MBS, everything would be much easier for "noob-pros" in professional gaming. It may discourage the clicking-gods, but from any spectators' point of view, the games are not going to be any less epic. Besides, god-like clicking comes with practice and skill. If the necessity of it isn't in Starcraft 2, the professionals could easily dedicate their time to other skills. It may lower the roof for clicking but it raises the bar for everything else in my opinion.



Its not fucking "just clicking" goddamnit, its been said over and over again by myself and others in gigantic ass paragraphs, either know something about the game or educate yourself on the previous debate before you spend your first two posts regurgitating fucking nonsense which has been refuted to hell and back.
But Garimto was always more than just a Protoss...
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
January 24 2008 05:07 GMT
#244
Here's one argument that I disagree with completely: MBS lowers the skill ceiling. Especially absurd is the argument that MBS will lower the skill ceiling to attainability.

Case in point: Warcraft III. Earlier arguments had tried to point out the lax practice habits of Tod and Grubby to prove that Warcraft III had a lowered skill ceiling. This argument is blown out of the water by the success of Chinese players Moon and Sky, who approach the game with a fanaticism rivalling Korean Starcraft pros.

Warcraft III has not only MBS, but a single base fixed economy. There are factor's that offset this of course, increased micro focus and creeping to boot.

Sure you can sit back, do two button maco and twiddle your thumbs, but your opponent will have expanded, built up defense and dropped your ass by then.

There is more to this game than the trivial action of clicking gateways. There are a thousand things in starcraft that require tactical consideration. When to build how many of what, where to place those units, when to put what building where, when and where to expand and how to defend your expansion. Scouting, unit positioning, unit ability use. Harassment, harassment defense, map control.

I think the frantic pace of Starcraft is excellent, but even more excellent in that nearly every decision made has tactical ramifications. There are only two actions that don't: Sending peons to mine and clicking each gateway individually.

With so many tactical decisions to make ever second, to claim that the removal of one aspect of gross physical speed is tantamount to making the game trivial is absurd.

I don't pretend to counter all anti-MBS arguments, and there are in fact several I still harbor. The good argument are that MBS will change that micro/macro balance of starcraft and reduce the importance of full map multi-tasking. The removal of the negative feedback loop associated with large numbers of production facilities is particularly worrisome to me (this argument is basically that once a player takes a lead he will pretty much be able to press home that lead since he can macro more gateways as effeciently as the other player macros fewer will still giving full attention to his army, hindering the possibilty of the exciting comebacks which are part of Starcraft's hallmark.).

There is one anti-MBS argument I'm tired of hearing: It will lower the skill cap.
¯\_(ツ)_/¯
jngngshk321
Profile Joined April 2003
Korea (South)457 Posts
January 24 2008 05:19 GMT
#245
On January 24 2008 14:07 GeneralStan wrote:
Here's one argument that I disagree with completely: MBS lowers the skill ceiling. Especially absurd is the argument that MBS will lower the skill ceiling to attainability.

Case in point: Warcraft III. Earlier arguments had tried to point out the lax practice habits of Tod and Grubby to prove that Warcraft III had a lowered skill ceiling. This argument is blown out of the water by the success of Chinese players Moon and Sky, who approach the game with a fanaticism rivalling Korean Starcraft pros.

Warcraft III has not only MBS, but a single base fixed economy. There are factor's that offset this of course, increased micro focus and creeping to boot.

Sure you can sit back, do two button maco and twiddle your thumbs, but your opponent will have expanded, built up defense and dropped your ass by then.

There is more to this game than the trivial action of clicking gateways. There are a thousand things in starcraft that require tactical consideration. When to build how many of what, where to place those units, when to put what building where, when and where to expand and how to defend your expansion. Scouting, unit positioning, unit ability use. Harassment, harassment defense, map control.

I think the frantic pace of Starcraft is excellent, but even more excellent in that nearly every decision made has tactical ramifications. There are only two actions that don't: Sending peons to mine and clicking each gateway individually.

With so many tactical decisions to make ever second, to claim that the removal of one aspect of gross physical speed is tantamount to making the game trivial is absurd.

I don't pretend to counter all anti-MBS arguments, and there are in fact several I still harbor. The good argument are that MBS will change that micro/macro balance of starcraft and reduce the importance of full map multi-tasking. The removal of the negative feedback loop associated with large numbers of production facilities is particularly worrisome to me (this argument is basically that once a player takes a lead he will pretty much be able to press home that lead since he can macro more gateways as effeciently as the other player macros fewer will still giving full attention to his army, hindering the possibilty of the exciting comebacks which are part of Starcraft's hallmark.).

There is one anti-MBS argument I'm tired of hearing: It will lower the skill cap.


what you're talking about are micro maps, this is starcraft 2, the addition of mbs will lower the overall skillcap. If you want to focus on your army so much, maybe you should learn to raise the pace of your production and economy management? If you can't do this in broodwar, and want MBS in SC2 so you can do it in SC2, then the skill cap has been lowered.

Why are you bringing up something that was already debated in the first MBS thread?
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
January 24 2008 05:40 GMT
#246
There has been quite a good deal of back and forth on the issue, I'm well aware. Many on anti-MBS side claim the point that it will lower the skill cap, but it's an argument I've never accepted and I'm hear laying out my reasoning why.

I interpret my argument any of several ways:
The skill cap of Starcraft is essentially infinite, lowering infinity doesn't make a skill cap that is anywhere near attainable.
The actions that are removed are the least tactically significant made in a game, meaning that the removal of actions has less impact on the overall skill level as a whole

Note however, that I do agree with the argument that it will reduce multi-tasking and gross APM required. I just find the idea that noobs will start beating pros due to that fact laughable.
¯\_(ツ)_/¯
jngngshk321
Profile Joined April 2003
Korea (South)457 Posts
January 24 2008 06:05 GMT
#247
On January 24 2008 14:40 GeneralStan wrote:
There has been quite a good deal of back and forth on the issue, I'm well aware. Many on anti-MBS side claim the point that it will lower the skill cap, but it's an argument I've never accepted and I'm hear laying out my reasoning why.

I interpret my argument any of several ways:
The skill cap of Starcraft is essentially infinite, lowering infinity doesn't make a skill cap that is anywhere near attainable.
The actions that are removed are the least tactically significant made in a game, meaning that the removal of actions has less impact on the overall skill level as a whole

Note however, that I do agree with the argument that it will reduce multi-tasking and gross APM required. I just find the idea that noobs will start beating pros due to that fact laughable.

have you even read one post?

people don't care about pros vs. noobs

people care about pros vs. pros
Fuu
Profile Joined May 2006
198 Posts
January 24 2008 06:15 GMT
#248
On January 24 2008 14:40 GeneralStan wrote:
There has been quite a good deal of back and forth on the issue, I'm well aware. Many on anti-MBS side claim the point that it will lower the skill cap, but it's an argument I've never accepted and I'm hear laying out my reasoning why.

I interpret my argument any of several ways:
The skill cap of Starcraft is essentially infinite, lowering infinity doesn't make a skill cap that is anywhere near attainable.
The actions that are removed are the least tactically significant made in a game, meaning that the removal of actions has less impact on the overall skill level as a whole

Note however, that I do agree with the argument that it will reduce multi-tasking and gross APM required. I just find the idea that noobs will start beating pros due to that fact laughable.


Its because not only it will lower the skill ceiling, but it will lower the skill gap between players. How could you not understand that, it has been repeated hundred times. Arguing that bringing out a main part of sc will not lower the skill gap is totally ignorant statement.

Nobody said noobs will start beating pros pffff, dont make a fool of yourself repeating this invented 'argument'. Fact is the difference in skill will not be as important, which raises big issues when you consider pros vs pros.. clearer now ?
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
January 24 2008 06:42 GMT
#249
There enough significant actions within the game that pros against pros will still leave no doubt to who is better. Eliminating single building macro doesn't eliminate high APM or manual dexterity as requirements for competition at the highest level of play.

There a thousand shades of complexity in every encounter of micro. How far apart are the units, how are they spaced, how quickly do you engage, when do you pull back wounded units. Micro is still micro, and with more time to dedicate to micro, the quality of micro competition within each game goes way up. This is only micro we're talking about here.

There is map control and game sense which are way bigger to Starcraft success than speed in individual gateway selection.

Frankly, I think arguing that SBS macro production is a "main part" of Starcraft is ignorant, missing what is beautiful and stirring about the game. In understand it's part of the fundamental execution requirement that makes speed (speed which I do acknowledge makes the game exciting), but to conflate it with all the skill required is absurd.

So clearly noobs won't be beating pros. I didn't mean to attack a straw man.

With MBS, macro is still an important skill, as is economy, as is micro, map control and overall game sense. Removing one part of one aspect of the game is far from a deal-breaker, even at the highest level of play.

Yes I've read all the arguments, no I'm not convinced. If you want to make the argument that it will unequivocally lower the skill gap between pros to make it less competitive, then feel free to bring everything you've got. Don't point to the past arguments as though they've won the argument already, because I've read them and I'm not convinced.

I started out saying I wasn't convinced by earlier arguement and your response was "read the arguments, you should be convinced". I don't think the point is proved at all, and hearing it repeated as a truth is what I'm here to contradict.
¯\_(ツ)_/¯
jngngshk321
Profile Joined April 2003
Korea (South)457 Posts
January 24 2008 07:06 GMT
#250
On January 24 2008 15:42 GeneralStan wrote:
There enough significant actions within the game that pros against pros will still leave no doubt to who is better. Eliminating single building macro doesn't eliminate high APM or manual dexterity as requirements for competition at the highest level of play.

There a thousand shades of complexity in every encounter of micro. How far apart are the units, how are they spaced, how quickly do you engage, when do you pull back wounded units. Micro is still micro, and with more time to dedicate to micro, the quality of micro competition within each game goes way up. This is only micro we're talking about here.

There is map control and game sense which are way bigger to Starcraft success than speed in individual gateway selection.

Frankly, I think arguing that SBS macro production is a "main part" of Starcraft is ignorant, missing what is beautiful and stirring about the game. In understand it's part of the fundamental execution requirement that makes speed (speed which I do acknowledge makes the game exciting), but to conflate it with all the skill required is absurd.

So clearly noobs won't be beating pros. I didn't mean to attack a straw man.

With MBS, macro is still an important skill, as is economy, as is micro, map control and overall game sense. Removing one part of one aspect of the game is far from a deal-breaker, even at the highest level of play.

Yes I've read all the arguments, no I'm not convinced. If you want to make the argument that it will unequivocally lower the skill gap between pros to make it less competitive, then feel free to bring everything you've got. Don't point to the past arguments as though they've won the argument already, because I've read them and I'm not convinced.

I started out saying I wasn't convinced by earlier arguement and your response was "read the arguments, you should be convinced". I don't think the point is proved at all, and hearing it repeated as a truth is what I'm here to contradict.


summary: mbs will increase "intense micro battles"

response: read mbs discussion 1

if you want to pigeonhole everyone into a micro-only style play, then fine, but keep in mind that this is exactly the same as playing a micro map
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
January 24 2008 07:17 GMT
#251
Way to sidestep my argument

My argument is not gung-ho unabashed MBS support. I agree that diminishing the macro-centered gameplay is counter to the feel of starcraft, and that that feel should be mantained.

My argument is only as follows:

MBS WILL NOT affect the skill level in a game between equally skillful players

Shifting focus is not equal to lowered skill
¯\_(ツ)_/¯
Fuu
Profile Joined May 2006
198 Posts
January 24 2008 08:09 GMT
#252
"Shifting focus is not equal to lowered skill"

Of course it is, cause you re talking about shifting focus from two components to only one of them, which is already present in the beginning. Means that all the skill differences you can get with micro, you already had.

maybe explaining it this way :
sc2 middle class player w. middle micro skill < sc2 top class player w. top micro skill
sc1 m clss player w. middle micro/macro skills <<< sc1 top clss player w. top micro/macro skills

You may argue that the top player would still win, i would say 'probably', but with a lesser margin. THATS THE FUCKING ISSUE HERE

BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
Last Edited: 2008-01-24 09:35:50
January 24 2008 09:34 GMT
#253
MBS is switching focus by automating macro and that way freeing up more time for the player to spend on micro.

It's exactly a decrease of skill. And it's exactly the argument in favour it; reducing skill.

And Fen is right on. Starcraft rewards skill disproportionately compared to other RTS game. It's more competitive in nature. That's why many people are frustrated. They want easier competition.

But it's just like chess; it has a large skill spectrum. And that's what we want.
Wraithlin
Profile Joined October 2007
United Kingdom50 Posts
Last Edited: 2008-01-24 12:39:17
January 24 2008 12:30 GMT
#254

You may argue that the top player would still win, i would say 'probably', but with a lesser margin. THATS THE FUCKING ISSUE HERE

No the issue here is that some people dont want anything to change because SC is so good they believe there is no way to change it without making things worse; they make a whole bunch of unfounded claims and then call anyone who disagrees with them a noob or worse.

Face a few facts, more people play WC3 than SC and WC3 is more competative (there are more competitions and more people competing; that is the definition of competativeness, not the skill ceiling or any other made up idea) than SC. The ONLY thing that is even keeping SC alive is the pro-scene; without the Korean Pro-Leagues SC would have died years ago.

Now the lie of anti-mbs people is to say that the pro-scene exists because of SBS, it doesnt. The Pro-scene exists because SC, unlike just about every other RTS, is a good spectator sport. This has allowed SC to get on TV where it is now a self fulfiling destiny, companies want to keep SC on TV because its good advertising for their sponsors, and the playerbase is growing because young people want to achieve the dream of getting rich and famous playing computor games.


What makes it a good spectator sport compared to WC3, which is more competative?

SC Units have a low health relative to damage; upgraded zealots will kill a ling in 2 hits, compare that to the 30second slug fest between two basic units in WC3. Spectators like to see units die and pop, they want battles to be bloody and viscious, this makes SC good to watch. WC3 is TERRIBLE to watch because most decisive battles end with a TP scroll home and they "lost" not because any units died but because they were low health. this is really important becaus eit is possible for a complete noob to at least have some idea who is winning or losing just from watching the units die, unlike in WC3 where you need alot of experience and explantion to even follow who is winning or losing because nothing ever fucking dies.

Another reason SC is more exciting to watch because the players interact very quickly, again compare this to WC3 where the first 5-10 minutes consists of players creeping (dull). And those first few battles are bloody, units die, rather than units lose some health and run off but you cant really tell what happened unless the commentator selects them, because nothing died.

SC is more exciting that WC3 because players build more than 1 base, forcing them to move their army constantly (and not just because they are looking for creeps to kill). It allow players to make exciting plays like drops, or double/tripple attacks. Expansions just dont happen in WC3 to any extent, certainly not the 3/4 bases which are absolutely common in SC, which makes play more condensed and consist of two armies dancing about each other.

None of these issues are related to MBS or SBS but the fundamentals which are transcendant of the UI

SC is a good e-sport because it is spectator friendly: fast, bloody and action packed. Not because of a 10 year old fucking UI.

MBS will not make SC any less exciting to watch, it might make it more exciting to watch, but it will make the game more competative by increasing the number of players and thus the competition to be the best.

Secondly MBS does not remove all macro, explain to me how it removes all macro if macro is more than just hitting buttons really fast. Saying "Oh well you can hotkey all your buildings and never leave your army" is bollocks, because its a lie to say that you only ever leave your army to build units. You leave your army to scout, scan, direct peons, build new structures, direct new units from the rally point, build upgrades and many other things.

Given that 99% of the time, when units complete you are going to leave your army to direct them from the rally point to the battle, its only a fraction of a second to queue new units (because hey you do that at the same time as the units you are directing build), so you are changing a 1 second job (direct the new units from the rally point) into a 2 second job (direct the new units from their rally point and queue another set of units).

MBS changes a 2 second job back into a 1 second job; noone cares except anti-mbs crybabies.
MBS increases the potential player base of SC2 by a factor of ten or more making the game more competative; major improvement to the community and the pro-scene.
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
January 24 2008 13:36 GMT
#255
Well, apparently Grubby and Elky disagree with you on WC3.
Fen
Profile Blog Joined June 2006
Australia1848 Posts
January 24 2008 14:12 GMT
#256
On January 24 2008 21:30 Wraithlin wrote:
Show nested quote +

You may argue that the top player would still win, i would say 'probably', but with a lesser margin. THATS THE FUCKING ISSUE HERE

No the issue here is that some people dont want anything to change because SC is so good they believe there is no way to change it without making things worse; they make a whole bunch of unfounded claims and then call anyone who disagrees with them a noob or worse.


And what is this based on? Your opinion? You say our claims are unfounded, when we are using our knowledge of the closest thing that there is to starcraft 2 at the moment including reports from people who have played the starcraft 2 alpha.

People arent against change. They are against bad change.

Face a few facts, more people play WC3 than SC and WC3 is more competative (there are more competitions and more people competing; that is the definition of competativeness, not the skill ceiling or any other made up idea) than SC. The ONLY thing that is even keeping SC alive is the pro-scene; without the Korean Pro-Leagues SC would have died years ago.


Its funny, because this paragraph doesnt contain a single true fact.

Current Bnet stats:
73,915 ppl playing broodwar in 17,168 games
85,643 ppl playing frozen throne in 2,185 games
(Now you'll note that the first number is how many people are logged onto battlenet, not how many are playing. Its not possible for 85,000 people to be playing in only 2,185 games)

This doesnt include all of games on private servers or LAN, of which I would say Starcraft would be dominating in numbers.

"WC3 is more competative (there are more competitions and more people competing; that is the definition of competativeness"

Well, starcraft has more sponsership deals, larger prize money, salaries for players. The numbers look like more people are playing starcraft to me. There are tournies going year round in Korea (that you dont have to be korean to be in btw, you just have to be good enough to compete, something which few non-koreans are able to do)

"The ONLY thing that is even keeping SC alive is the pro-scene; without the Korean Pro-Leagues SC would have died years ago."

I hope you realise the stupidity of this statement. The only reason why starcraft still exists is because there are large fanbases of players and competitions. Makes sense to me.

Now the lie of anti-mbs people is to say that the pro-scene exists because of SBS, it doesnt. The Pro-scene exists because SC, unlike just about every other RTS, is a good spectator sport. This has allowed SC to get on TV where it is now a self fulfiling destiny, companies want to keep SC on TV because its good advertising for their sponsors, and the playerbase is growing because young people want to achieve the dream of getting rich and famous playing computor games.


Well you state the obvious, the pro-scene does not exist just because of SBS. It exists because starcraft is a brilliant game, and part of that brilliance is a brilliant UI.


What makes it a good spectator sport compared to WC3, which is more competative?
...
...
Blah blah, a bunch of crap about the differences in warcraft 3 to starcraft
..
..
None of these issues are related to MBS or SBS but the fundamentals which are transcendant of the UI


There are also reasons that do relate to the UI, you just left them out.

SC is a good e-sport because it is spectator friendly: fast, bloody and action packed. Not because of a 10 year old fucking UI.


Would starcraft be as big as it is now if it had MBS, Automine, Smartcast? I would wager no. So obviously the UI is a part of the sucess (Note I said part, not all).


In my opinion, which I have absolutely nothing to back it up, MBS will not make SC any less exciting to watch, it might make it more exciting to watch, but it will make the game more competative by increasing the number of players and thus the competition to be the best.


Fixed

Secondly MBS does not remove all macro, explain to me how it removes all macro if macro is more than just hitting buttons really fast. Saying "Oh well you can hotkey all your buildings and never leave your army" is bollocks, because its a lie to say that you only ever leave your army to build units. You leave your army to scout, scan, direct peons, build new structures, direct new units from the rally point, build upgrades and many other things.

Given that 99% of the time, when units complete you are going to leave your army to direct them from the rally point to the battle, its only a fraction of a second to queue new units (because hey you do that at the same time as the units you are directing build), so you are changing a 1 second job (direct the new units from the rally point) into a 2 second job (direct the new units from their rally point and queue another set of units).


All of these points have been debated and debunked before. MBS and Automine will remove most of the macro, leaving starcraft 2 as a micro game, which we dont want.

MBS changes a 2 second job back into a 1 second job; noone cares except anti-mbs crybabies.

Crybabies? Calling your opponent a name like that is generally a sign that you know your losing the argument and your trying to find a weakspot.

MBS increases the potential player base of SC2 by a factor of ten or more making the game more competative; major improvement to the community and the pro-scene.


I disagree. In fact by leaving it as SBS, you will actually increase the potential playerbase of starcraft 2 by 14.963. A marked improvement over your figure of 10.
MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
Last Edited: 2008-01-24 16:29:29
January 24 2008 16:24 GMT
#257
i can't believe the whole issue of whether or not 'adding mbs will lower the skill ceiling argument' is even being posted here. honestly, this is redicilious, OFCOURSE it lowers the skill ceiling. there's less for you to do because it dosn't replace it with anything else. the game will simply become more shallow. Everyone who's a top player has already pointed this out. in fact, after moving to korea and talking to pros i've found out most pros don't even believe Blizzard would ever dare put these features in SC2 because the newbifying affects are so obvious. i REALLY wish TL.net staff would actually manage these fourms so disucssion could progress rather than go in circles.
Follow me on twitter: CallMeTasteless
MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
Last Edited: 2008-01-24 16:40:03
January 24 2008 16:27 GMT
#258
On January 23 2008 01:02 Wraithlin wrote:
Serious question for the anti-mbs, anti atuo-mine crowd.

What aren't you going to whine about ?
No seriously tell me, what are you not going to throw a shitty fit over ?
Simply shouting about everything will only lead to being ignored, because you are failing to be constructive.

Im pro-MBS.
I dont find my ability to spam 1m2m3m4m5m6m7m8m a particularly interesting thing to work on for hours, I have better things to do. I also disagree on this whole "You will never have to leave your army" shit, unless you are rallying every unit straight to the frontlines, you are still going to have to leave your army to direct those units you just built. You are still going to have to leave your army to build whatever buildings you are generating by directing your peons.

MBS does one thing; it lets you build units from many buildings with 2 button pressess instead of 10. Thats it, it doesnt do anything more or less than reduce the number of buttons you hit to achieve a result. And, as long as there is still an advantage to SBS over MBS (better unit mixes, better use of resources, whatever), it will do nothing except lower the barrier to entry for new games.


Simply saying "everyone who likes MBS is a noob and should die" underlines the fact you are behaving irrationally and increases the chances Blizzard ignore you for the frothymouthed carpet chewer you are. It would be nice to debate the actual pros and cons, but it appears that the community at large consists of flamers and shit-slingers; with that in mind I really do hope blizzard ignores most of you.



SEE WHAT I MEAN? how many fourms have we had to reset while this can make it past page 10? JVBKCLJ:VJDS:KLVADSKLJVDS:VDS:KLV!!!! i'm not trying to be a dick tl.net... but WHERE'S THE MODERATION ON THIS FOURM?
Follow me on twitter: CallMeTasteless
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
January 24 2008 16:53 GMT
#259
I really I think I've got a decent argument here. I'm not even relying on the whole Starcraft 2 is a new game shtick.

I start with two premises that I can defend no problem
1. There is much more to the game of Starcraft than unit production. I made a little list in my other post. Game sense, map control, micro, and defense jump to mind.
2. MBS doesn't completely eliminate the unit production aspect. Choosing when to build how many of what is still an important decision.
Thus, MBS doesn't completely remove skill from Starcraft.

In the end, the UI is only the connection between two players. It is those players and their respective skill that determines that competitive level of each game.

Frankly, I wouldn't even consider myself pro-MBS. It lowers the speed requirement by every argument I've heard, and that is enough to give me a big pause.

But that does not translate to me into conceding the point that MBS "newbifies" the game, or that it lowers the skill cap into non-competitiveness. Lowered speed and shifted focus can still yield a game that is just as competitive

I think many anti-MBS arguments take too broad of a view of the impact,

¯\_(ツ)_/¯
Amnesty
Profile Joined April 2003
United States2054 Posts
January 24 2008 17:06 GMT
#260
On January 24 2008 21:30 Wraithlin wrote:

No the issue here is that some people dont want anything to change because SC is so good they believe there is no way to change it without making things worse; they make a whole bunch of unfounded claims and then call anyone who disagrees with them a noob or worse.


If it’s not broke why fix it?



Face a few facts, more people play WC3 than SC and WC3 is more competative (there are more competitions and more people competing; that is the definition of competativeness, not the skill ceiling or any other made up idea) than SC. The ONLY thing that is even keeping SC alive is the pro-scene; without the Korean Pro-Leagues SC would have died years ago.


Currently there are more SC games going. Let’s not forget BW has much heavier population of private server players. THe only time WC3 had a noticeable larger player base was right after TFT came out. Players thought to give WC3 another chance seeing how Broodwar improved SC so much and changed the game a lot; player hoped the same would happen. This hope didn't last long however.

Lets also point out that when BW was as new as TFT currently (four years old?), its player base was much higher than TFTs. Peaks of 400k on b.net. 90k looks so lonely.




Now the lie of anti-mbs people is to say that the pro-scene exists because of SBS, it doesnt. The Pro-scene exists because SC, unlike just about every other RTS, is a good spectator sport. This has allowed SC to get on TV where it is now a self fulfiling destiny, companies want to keep SC on TV because its good advertising for their sponsors, and the playerbase is growing because young people want to achieve the dream of getting rich and famous playing computor games.


I think it’s a combination of macro/micro required by BW and hence the skill level that made it popular. Almost all RTS are crap in one category or another. WC3 for macro, C&C for micro.



What makes it a good spectator sport compared to WC3, which is more competative?

SC Units have a low health relative to damage; upgraded zealots will kill a ling in 2 hits, compare that to the 30second slug fest between two basic units in WC3. Spectators like to see units die and pop, they want battles to be bloody and viscious, this makes SC good to watch. WC3 is TERRIBLE to watch because most decisive battles end with a TP scroll home and they "lost" not because any units died but because they were low health. this is really important becaus eit is possible for a complete noob to at least have some idea who is winning or losing just from watching the units die, unlike in WC3 where you need alot of experience and explantion to even follow who is winning or losing because nothing ever fucking dies.

Another reason SC is more exciting to watch because the players interact very quickly, again compare this to WC3 where the first 5-10 minutes consists of players creeping (dull). And those first few battles are bloody, units die, rather than units lose some health and run off but you cant really tell what happened unless the commentator selects them, because nothing died.

SC is more exciting that WC3 because players build more than 1 base, forcing them to move their army constantly (and not just because they are looking for creeps to kill). It allow players to make exciting plays like drops, or double/tripple attacks. Expansions just dont happen in WC3 to any extent, certainly not the 3/4 bases which are absolutely common in SC, which makes play more condensed and consist of two armies dancing about each other.

None of these issues are related to MBS or SBS but the fundamentals which are transcendant of the UI


Correct. WC3 is a terrible game. We know this. Oh, and for the record all these faults were in fact known in beta and well known SC players at the time were on blizz forums trying to point them out in beta to no avail (NTT, Dudey). Blizzard ignored these, focused on the "WE WANT PANDA" posts.
It seems they were all infatuated with their new shiny RTS and all the pretty particles and didn’t want to listen to a dinosaurs. Blizzard SEEMS to have learned its lesson, but that remains to be seen.

SBS wouldn’t have mattered much in WC3. That wasn't the biggest points they were arguing anyway, although they said that was also crap and needed to go. It was about creeps and auto-cast and upkeep. Without auto-cast WC3 would be such a superior game than what it is. One could blood lust his army in a second flat like the greats of WC2. Greatly turning the tide of a battle in favor of the more micro skilled. And a great opponent could counter that blood lusted army swiftly with slow/dispel.

Actual massive practice would make you so much better. If their was no auto-cast and a great player slinged around dispel on every enemy buff, buffed his own units instantly, casted hero spells, danced his units, used items. The much more skilled player might actually make a freaking dent in a battle. Instead of just player starting a battle in a bad position and warping out and make watching 90% of the game painful to watch/play.

You said earlier look at how Moon and Sky practice so much and look at their games. Yah? And I also see them playing boring games for 20 minutes and slowly winning. If they practice so much more they should be CRUSHING their opponents. Not playing what looks a like a draw for so long and then slowing gaining subtle advantages that add up to a win. And they certainly shouldn't be losing games to players that are inactive in important games like WCG finals.

Without auto-cast practice would mean much more and this is how it should be. If there was no auto-cast instant dispel or AOE dispel strats and creativity would vary much more.

Instead you get a game where all the subtleties and nuances are all well known, 2 peasants building the alter to get up just a little bit so i can go creep X camp as fast as possible and get level 3 hero etc. If auto-cast was not in the game, most players would be practicing to improve their micro. And players wouldn’t bother with the subtle because if they couldn’t execute something actually concrete, a subtle difference would amount to jack shit.

And then you would have the great players break out with their impressive micro and start to unlock the subtleties and would look awesome. It would look impressive, and they might actually be able to CRUSH an opponent from time to time.



SC is a good e-sport because it is spectator friendly: fast, bloody and action packed. Not because of a 10 year old fucking UI.

MBS will not make SC any less exciting to watch, it might make it more exciting to watch, but it will make the game more competative by increasing the number of players and thus the competition to be the best.


CS:Source blows ass for competions as well compared to the original. So much for 10yr fucking UI. =\

And yes MBS will make SC less exciting to watch. Remember when you watched in terror at Reach making an impossible amount of units and defeating Boxer in the OSL Finals? Or Nada making people shocked at the amount of units he had? Or iloveoov making peoples jaws drop out of their freaking skull years after that? And people stayed glued because it looked like fantasy? Yah, that won't happen because anyone can do it, the magic and wonderment is over. Its like you know how David Copperfield made that train disappear. Watching SC2 would be like getting excited over a frozen pizza for dinner.



Secondly MBS does not remove all macro, explain to me how it removes all macro if macro is more than just hitting buttons really fast. Saying "Oh well you can hotkey all your buildings and never leave your army" is bollocks, because its a lie to say that you only ever leave your army to build units. You leave your army to scout, scan, direct peons, build new structures, direct new units from the rally point, build upgrades and many other things.


Remove all macro? No, but it removes a bigass chunk. Let’s play a short mock game of SC2 with all the UI gizmos and gadgets of auto-mine/MBS Macro/MBS Rally/and larger unit selection. We will use in the context of BW since we more accurately visualize this.

Player A
Presses 4 S
(you just made 3 SCVs from three CC's spanning the map which will immediately be sent to work. We just took a page out of blackmans book. He had an uncanny knack for sending his workers to harvest RIGHT AWAY. This was important since he played a style many have tried to do before him. However, it was so hard to do since he had a big ass window in which it was vulnerable to a good timed attack. Many players before blackman abandoned this style because of that. Blackman narrowed this window considerably by getting all his drones to work instantly and with his impressive unit macro skill aswell it closed that WIDE ass window enough in a lot of his games. And he generally stunned a LOT of players. A good thing.
With auto-mine that macro skill will be just as impressive as watching a doo-dad sit there. awesome)

Player A then presses 5T
Nada Tank mechanics made easy.
Player A then presses 6V
Nada Vulture macro mechanics

Player A 5 R Click, 6 R click

Combine steps 1-4: Iloveoov macro out of the box.

Player A realizes with all this free time he has that this massive expert push hes doing cut off a bunch of expand routes and his opponent would have a hard time attacking them now, so he expands there, adds those CCs to his #4 CC hotkey button.

Wow, player A looks like an extremely impressive blob terran.
Some impressive displays from toss of nearly breaking or greatly slowly the push thanks to his Reach Style toss macro out of the box
Player A scans around, sees a bunch of Stargates Blinking and Fleet beacon up! Well, since Player B was unable to press 4z5t6d for a minute or two he must have 50 psi less usable ground troops.
Player A unsieges and moves in for the kill erasing every expand before toss can profit from the carriers. Iloveoov style.

In just a few practice games a player can learn how to play so expertly! Man, this is awesome. Imagine all those intense GGs like these from pretty much the whole player base one can experience? That’s insane. Surely this is a great.

Well no, in fact its NOT. It wouldn't be impressive at all. It would be standard and it would be boring. I don't want to play against iloveoov mechanics from each newbie. I don't want to have to bleed dry subtleties for 20+ minutes to win what looks like a drawish game from a player far weaker than me. Nor would i feel the urge of watching a replay of people who can do the same stuff i can do, or have seen thousands of times in each and every game including my own.

When I’m much better of player i want to end the game very convincingly and fast. And when i suck much worse i want to get raped and surprised. And inspired to practice to achieve that level because then i could get better more intense GGs.

And when i practice LOT want to see my game improve a LOT because I improved my mico/ MACRO/ timing/ responsive scouting. And by improving each a little bit each game, the overall is a huge improvement. And not still bleed out a newbie. =\

Standard arguments for Pro-MBS people:
I have a life. I don't want to be forced to press so many buttons to play.
I have a life too, i don't want to spend 25-30 minutes bleeding out a win vs everyone that just picked up the game a few days ago. I want to see actual impressive and inspiring macro and be down right shocked from time time. Not stare catatonic watching OSL Finals or what have you.

I can spend more time winning with my brain and not my hands! Oh the strats i could do.... etc
Yah, whatever. This was the argument for PRO-auto-cast/Creeps back in the day too and WC3 is a definiton of linear.

If it werent for all the Pro Auto-cast tards on blizz forums during beta the game would be much more varied skill wise AND strat wise. And more successful and more balanced.

I want a casual game!
Yah? Me too since I don't plan on going pro.
BW is casual game, too... wtf... And even more successful one at that. Larger player base in the present, much larger player base in the past.



Given that 99% of the time, when units complete you are going to leave your army to direct them from the rally point to the battle, its only a fraction of a second to queue new units (because hey you do that at the same time as the units you are directing build), so you are changing a 1 second job (direct the new units from the rally point) into a 2 second job (direct the new units from their rally point and queue another set of units).

MBS changes a 2 second job back into a 1 second job; noone cares except anti-mbs crybabies.
MBS increases the potential player base of SC2 by a factor of ten or more making the game more competative; major improvement to the community and the pro-scene.

[/QUOTE]

Opinion supported by random numbers.
The sky just is, and goes on and on; and we play all our BW games beneath it.
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
Last Edited: 2008-01-24 18:13:13
January 24 2008 18:09 GMT
#261
Nick, I want to know more about the opinions of progamers once you get them.


But about moderation, deleting posts that show ignorance about MBS and/or the game doesn't make it go away. We just have to face that there are still people ignorant or on purpose making fallacious arguments.

We could delete their posts because it adds nothing to the quality of the debate. But they will still remain people that still have to be convinced.

And I know from experience that quite a few people already have been convinced and went from pro-MBS to anti-MBS.

[edit]

Ok, I just saw that the topic on the official SC2 forum about the chat Tasteless and Testie had with Dustin about MBS has been deleted. Not sure if Blizzard deleted it on purpose. It was spammed so it became broken and then cleaned up by Karune. But now it's gone.
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
Last Edited: 2008-01-24 21:27:26
January 24 2008 21:25 GMT
#262
On January 25 2008 01:24 MyLostTemple wrote:
i can't believe the whole issue of whether or not 'adding mbs will lower the skill ceiling argument' is even being posted here. honestly, this is redicilious, OFCOURSE it lowers the skill ceiling. there's less for you to do because it dosn't replace it with anything else. the game will simply become more shallow. Everyone who's a top player has already pointed this out. in fact, after moving to korea and talking to pros i've found out most pros don't even believe Blizzard would ever dare put these features in SC2 because the newbifying affects are so obvious. i REALLY wish TL.net staff would actually manage these fourms so disucssion could progress rather than go in circles.


I sent Wraithlin a PM regarding this. Just posting here so you don't feel like bad posters get away with no action, because that's how I felt a lot of the time.

If you ever think it's happening, send FS, FA or myself a PM as this is their forum.
Moderator
Unentschieden
Profile Joined August 2007
Germany1471 Posts
January 25 2008 01:05 GMT
#263
Maybe we need to take a step back. Do we know that Blizzard wants to copy SC gameplay? That would be foolish since it could mean cannibalization of SC1, in a best case scenario SC and SC2 exist next to each other. Almost every 2nd argument in this thread refers to SC1 as legitimation.

Any pro (in the sense of someone who earns money by winning games) would be foolish to suggest anything but copy pasta of SC1. Any change in SC2 carries the risk of them loosing the advantage they trained for. As mentioned before they invest hefty amounts of time to become as good as they are. Why should they do anything but try and carry over as much as possible of that advantage to SC2?

What I´m arguing for here is to realize the base ideas behind the often repeated arguments and their actuall viability.


Amnesty post about the differences between SC and WC3, pointing out how everything different from SC made the game bad. Is that true? Maybe, but please at least think about it.
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
January 25 2008 01:27 GMT
#264
On January 25 2008 10:05 Unentschieden wrote:
Maybe we need to take a step back. Do we know that Blizzard wants to copy SC gameplay?


Even if they didn't, they should. So it's a moot point. And yes, Blizzard wants to copy SC gameplay. And they want to make a competitive eSports game.

You copy the strong elements, which SC has more than any other RTS, and you change or discard others. SC2 is not trying to innovate at all. Just improve over SC2.


Anyway, look at what they copied exactly. Almost everything. They copied the backbone units of Terran and protoss into their new game engine and started off from there. That is absolutely obvious.
GeneralZap
Profile Joined January 2008
United States172 Posts
January 25 2008 02:49 GMT
#265
Btw, Boxer is in the Air Force last article I read, maybe he can switch? I don't know.

Anyway, why cannot Blizzard have non-mbs encouragement/incentive.

Per say, instead of an SCV harvesting 8 on MBS, you could have 10 minerals per SCV mine without MBS on. Encouraging pros, and giving you an instant edge for going non-mbs.

If Pro's get pawned however by MBS players, it will be obvious to Blizzard to switch to MBS!

How does this sound?
Death has lost its sting.
0xDEADBEEF
Profile Joined September 2007
Germany1235 Posts
Last Edited: 2008-01-25 03:24:02
January 25 2008 03:00 GMT
#266
On January 25 2008 01:24 MyLostTemple wrote:
i can't believe the whole issue of whether or not 'adding mbs will lower the skill ceiling argument' is even being posted here. honestly, this is redicilious, OFCOURSE it lowers the skill ceiling. there's less for you to do because it dosn't replace it with anything else. the game will simply become more shallow. Everyone who's a top player has already pointed this out. in fact, after moving to korea and talking to pros i've found out most pros don't even believe Blizzard would ever dare put these features in SC2 because the newbifying affects are so obvious. i REALLY wish TL.net staff would actually manage these fourms so disucssion could progress rather than go in circles.


The situation is not that easy actually, because no one can really say (yet) if a priority shift between macro and micro actually lowers the overall skill ceiling. It is important to note that MBS won't remove macro. It will only shorten the time required to do macro. But this time is not simply "lost", like some of you seem to believe. This time WILL be used by players for better army management respectively micro, or other, more subtle things.
Isn't that obvious?

Anyway. Blizzard should just do their job. They know the game in detail, and they also should know how current SCBW is being played at a competitive level, as they've hosted several tournaments already.
I would trust Blizzard's judgement regarding MBS more than any 16 year old fanboy from this or other forums (not meant to be personal). I know that they will create a game that's both good for casual players and pros. Whether it'll be better than SCBW, only time will tell. But generally opposing any UI improvements is just somewhat childish. SCBW also was an improvement over older games, yet it became a very competitive game. It's just not true that UI improvements generally destroys competitiveness. History shows that.

Just wait until beta, then we all know more...
becauseimhigh
Profile Joined January 2008
Norway5 Posts
Last Edited: 2008-01-25 08:47:19
January 25 2008 08:08 GMT
#267
What would be really cool, was if we could "mouse-box" select multiple buildings. This would be close to the old behavior but not as irritating.

You could only hotkey 1 building at a time.
KoveN-
Profile Joined October 2004
Australia503 Posts
January 25 2008 09:31 GMT
#268
On January 25 2008 12:00 0xDEADBEEF wrote:
Show nested quote +
On January 25 2008 01:24 MyLostTemple wrote:
i can't believe the whole issue of whether or not 'adding mbs will lower the skill ceiling argument' is even being posted here. honestly, this is redicilious, OFCOURSE it lowers the skill ceiling. there's less for you to do because it dosn't replace it with anything else. the game will simply become more shallow. Everyone who's a top player has already pointed this out. in fact, after moving to korea and talking to pros i've found out most pros don't even believe Blizzard would ever dare put these features in SC2 because the newbifying affects are so obvious. i REALLY wish TL.net staff would actually manage these fourms so disucssion could progress rather than go in circles.


The situation is not that easy actually, because no one can really say (yet) if a priority shift between macro and micro actually lowers the overall skill ceiling. It is important to note that MBS won't remove macro. It will only shorten the time required to do macro. But this time is not simply "lost", like some of you seem to believe. This time WILL be used by players for better army management respectively micro, or other, more subtle things.
Isn't that obvious?


GAH! How blind can you possibly be!

We have been saying this entire thread that the focus is going to shift from macro TO micro, THAT IS PART OF OUR ARGUMENT we don't WANT macro to turn into MICRO that is _BAD_

No one believes the time is LOST I have no idea where you pulled that from.

Understand? I made it real simple for you
0xDEADBEEF
Profile Joined September 2007
Germany1235 Posts
Last Edited: 2008-01-25 10:06:26
January 25 2008 10:00 GMT
#269
You are obviously blind, because Tasteless' post and my answer was only about the skill ceiling being lowered. My post hopefully showed that the skill ceiling may very well remain the same. The skill distribution merely will be different. If you think that's bad, OK, you can do that, but it doesn't necessarily have an effect on the skill ceiling.

Why am I even answering to this... learn to read.
Trias
Profile Joined November 2007
Netherlands53 Posts
January 25 2008 10:10 GMT
#270
Against better judgment I going to reply in this topic. Amnesties analysis of a BW game with the SC2 UI gives a handle to illustrate the point I think some people are trying to make with regards to MBS not having as big effect as sometimes claimed. (I'm not sure I completely support this argument, at the least it really depends on the details of SC2 as I'll explain later. But I think it is illustrative to flesh out the argument people have been trying to make. At least it is better than going around completely in circles.)

The thing is the mechanics Amnesty is describing are actually suboptimal. (and require more skill than he leads to believe.)


Remove all macro? No, but it removes a bigass chunk. Let’s play a short mock game of SC2 with all the UI gizmos and gadgets of auto-mine/MBS Macro/MBS Rally/and larger unit selection. We will use in the context of BW since we more accurately visualize this.

Player A
(step1) Presses 4 S
(you just made 3 SCVs from three CC's spanning the map which will immediately be sent to work. We just took a page out of blackmans book. He had an uncanny knack for sending his workers to harvest RIGHT AWAY...

This is mainly a point about rally-mine and i agree with it full heartedly. Rally-mine pretty much automates perfect mechanics. (besides a small point of initially sending all workers to the same mineral patch, but the advantage to be gained by truly perfect mechanics is marginal.)

On the production end these mechanics are actually not optimal, since it requires the production of all your CC's to be in sync, which they under natural conditions they will not be. Benefiting from MBS in this step thus requires you to force the production to be in sync. (or be content with queuing more units then necessary.) Also it requires enough minerals to be available to produce probes in all CC's, altough with 3 CC's this isn't a big thing.

Furthermore step 1 still requires player A to have good timing in starting production of the new probes just before the old ones complete. In this sense perfect mechanics with MBS is still not without skill. Even with SBS timing is a bigger differentiator in skill, then "pure clicking speed" of the CC's among the current pro's.


(step 2) Player A then presses 5T
Nada Tank mechanics made easy.
(step 3) Player A then presses 6V
Nada Vulture macro mechanics

Again most of the points made for (step 1) apply. For this to be perfect mechanics again the factories need to be synced in production, which is optimal, since under natural conditions the optimal thing to do would be to build one tank (or vulture) just before the previous one completes. Furthermore the money thing adds up to a bigger problem for unit production since they are a) more expensive b) you typically have more factories than CC's. Especially this last point adds up over the game and could give a player with truly perfect macro an edge.

Also these mechanics still require good timing, which already is much more important than just clicking your factories really fast.


(step4)Player A 5 R Click, 6 R click

Not much to say about this except that may be we should do away with rally point altogether. This:
a) eliminates rally-mine as a possible game mechanic. (yeah!)
b) offsets some of the gain of using mbs, by forcing players to go back to base to send their units to the front. (which is a much more timing senstive skill than SBS'ing)

We that these mechanics using MBS are not optimal, and its completly clear that even with MBS the most optimal thing to do is to build units one at a time. I must immediately add though that te advantage gained in this of we consider BW seems to be very slim. (and this is what people mean when they say that mbs will compress the skill range.) So MBS in BW would be a bad idea. And with what I've seen of SC2 doesn't lead me to believe that this will be much different in the new game. But it still depends on the details of SC2. There are some things that could make the punishment for not using optimal mechanics larger.

1) The higher the game speed the bigger the punishment for syncing the production. (And since mbs lowers the APM requirement, it is logical to adjust the game speed to renormalize the APM requirement.)
2) If more diverse armies are required strategically syncing the production will be even harder.
3) Depending on how stupid workers are when send out to mine (i.e. how long they will wait at an occupied min patch before moving on) the punishment for using rally-mine could be more significant than supposed.)
4) There might be more... (but i wouldn't know what)

There might be a (slim) chance that mbs can be made to work of the difference between a player usinf mbs and a player using optimal mechanics is big enough so that the player with truly optimal mechanics will own the shit out of a player using the mbs macro proposed above. In that event I would prefer the game with MBS included. (cause I believe MBS does add to the game when applied to other building tasks such as static defense and lifting off terran buildings.) I'm however very pessimistic about this happening in SC2.
Wraithlin
Profile Joined October 2007
United Kingdom50 Posts
Last Edited: 2008-01-25 11:06:12
January 25 2008 10:58 GMT
#271
On January 25 2008 06:25 Chill wrote:
i can't believe the whole issue of whether or not 'adding mbs will lower the skill ceiling argument' is even being posted here. honestly, this is redicilious, OFCOURSE it lowers the skill ceiling. there's less for you to do because it dosn't replace it with anything else. the game will simply become more shallow. Everyone who's a top player has already pointed this out. in fact, after moving to korea and talking to pros i've found out most pros don't even believe Blizzard would ever dare put these features in SC2 because the newbifying affects are so obvious. i REALLY wish TL.net staff would actually manage these fourms so disucssion could progress rather than go in circles.


The arguement (from me) is not that removing MBS will not lower the skill ceiling (it will).
My argument is this, would SC more or less sucessful as an e-sport with MBS ?

The anti-mbs argument, that I have read, tends to go like this (a simplification):
MBS lowers the skill ceiling, this will make games less competative, and thus SC2 will fail as an e-sport.

Now, I believe this argument is flaweed, and shows a lack of understanding/insight into why the pro-scene of SC even exists. The general anti-mbs line is that SC has a pro-scene because it is highly competative and difficult, I disaggree. Lots of games are hard, that doesnt make millions of dollars of sponsorship suddenly appear for that game.

Lots of games have sponsors, most sponser are other game companies. Why ?
Because sponsorship is a buisness action, businessess do not go "Oh wow SC is the best game out there, lets give it money"; businessess say "lots of people watch this game, so sponsoring it has a high value in market exposure to us". Now most E-Sport events are low exposure, and your audiance are generally dedicated gamers who will most likely be exposed to your brand simply through their normal activities of playing the games and reading forums.

Blizzcon sponsors: Blizzard, Nvidia, Intel and Microsoft
WCG Sponsors: Samsung Electronics, Intel, Razer and Shuttle

So the question becomes, why is SC gathering much greater volumes of sponsorship ? This is an important question because, without that money the pro-scene could not exist. And it is the failure of other games to aquire that sponsorship that marks them out as "failures" relative to Sc.

SC proleague sponsors: Pringles, Bacchus (Similar to Gatoraide), Shihan Bank

Note
The sponsors are not games companies, hardware manufacturers or anything similar. They are the sort of people who sponsor football or other sports in the US/EU.

Now Im going to repeat myself here but, Companies are not sposoring SC because it is a "great game", they are sponsoring it because the value the avertisement potential of exposure to the market which watches starcraft. Not people who play starcraft, people who watch starcraft. These types of sponsorship exist soley because SC is on TV and people watch it: if people did not watch SC on TV the value of sponsoring SC would be much lower, and if the viewing figures were low enough, that value would become so low SC would be taken off TV at which point the pro-scene would largely evaporate (certainly as we know it).

So, in conclusion, my argument is that the pro-scene has not evolved because SC is hard, or competative, or anything else that might draw you to the game as a player, but because SC is a good spectator sport. Arguments about MBS's effect on SC as a pro-sport are pointless if you are only willing to view SC as a game for gamers, and not a game for spectators.

Classic example:
Earlier in this thread someone made a post along these lines:
"I want to crush lesser players, in SC if you outclass a player you can crush him quickly; in WC3 even a player like Grubby, who will wipe the floor with a noob, cant effortlessly crush him."
Now the post is really making 2 points here, and a third one which he is ignorant of and refers to a point made in my (now deleted) post.

First he is saying that, because the skill cap is lower, the gap between the players is smaller and so you cant win as convincingly in WC3 as in SC. I disagree, but thats a matter of opinion.
His second point is that, you should be able to win effortlessly agains lesser player due to superior skill and that if you cant the game is flawed. Now I heavily contend this, look at any pro-sport and you will often see lesser teams beating or trouble stronger teams. Does this mean that games such as football, soccer, basketball, golf etc are flawed because the better player cannot effortlessly crush his opposition every time ? I argue no, it is not a flaw.

My final point is more subtle. If you watched alot of WC3 you would probably see a game with grubby vs random-player differently, you might argue that grubby did, infact, effortlessly crush his opposition. The difference is, as I alluded to before, WC3 is not as visually representative as SC. The WC 3 observer might point out how grubby levels his hero faster, creep-jacked some neutral mobs, scored an early peon kill and forced the other player to use his TP scroll early. But these are little things, its not obvious that you got a peon to 20hp and now that peon has to hide at the back and heal, effectively taking it from combat, as an observer all you saw was that the peon didnt die. In SC you would have see a player pinned in his base, his mineral line raided, his drone dying in large numbers, and its easy to see as an observer who is winning at that point in the game. This is one of the reasons why SC is a superior game to WC3 as a spectator sport; and that ability to understand and enjoy the game as an observer has a far greater part to play in why SC has a pro-league and WC3 does not.

There are lots of solutions to MBS that leave MBS in place. Leaving MBS in will give SC2 a much larger potential player base than leaving SBS in; which will effectively exclude anyone who started gaming in the last 5 years who didnt grow up in a country with a pro-league.

I am, as I have said, anti-automine. I would also see a value in limiting the distance a rallypoint can be set from buildings (so that you cant use mbs to build units and rally them straight into battle). But fundamentally, what I want is a game that looks as good as SC does to the observer, and the fundamental sucess of SC as a spectator sport has very little if anything to do with the UI because I, as a spectator, never interact with that UI.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
January 25 2008 14:09 GMT
#272
On January 25 2008 10:27 BlackStar wrote:
Anyway, look at what they copied exactly. Almost everything. They copied the backbone units of Terran and protoss into their new game engine and started off from there. That is absolutely obvious.


And here we are complaining about everything they DID change. Just try it: what part of gameplay would you say has IMPROVED from SC to SC2 as far as we can tell right now?

I´d like SC2 to be even better than SC, that is impossible if SC2 ends up being exactly like SC.
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
January 25 2008 15:39 GMT
#273
To be popular among spectators a game needs to be competitive, among other things.

There needs to be a difference in skill between Orion and Jaedong, otherwise competition is pointless.
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
January 25 2008 15:47 GMT
#274
On January 26 2008 00:39 BlackStar wrote:
To be popular among spectators a game needs to be competitive, among other things.

There needs to be a difference in skill between Orion and Jaedong, otherwise competition is pointless.


I'm making a point that MBS is irrelevant to this point, but I'm at work and don't have time now.

Just because it doesn't make it less competative doesn't mean that MBS isn't a bad thing though.
¯\_(ツ)_/¯
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
January 25 2008 16:29 GMT
#275
Didn't we just establish that it was less competitive, but pro-MBS people argued that didn't make a difference because sponsors came because of spectators?
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
January 25 2008 16:52 GMT
#276
There seems to be a prevailing view that less competative was established, a view that I don't agree with. It certainly has a huge impact on the game, in a way that I think is probably bad, but that doesn't mean that it is less competative

The example that leaps to my mind is the difference between Golf and Basketball. One is fast-paced, balls to the wall action all of the time. It consumes your entire attention and its tiring. Golf is slow and leisurely. However, you'd be hard-pressed to make a convincing argument to legions of semi-pros that Golf is any less competative than Basketball. I hate the weak analogies, but that's the way it is.

However, that leaves open the very convincing argument that we don't want Golf, we want Basketball. I'm not really pro-MBS, I just want a little intellectual honesty in this debate.
¯\_(ツ)_/¯
Wraithlin
Profile Joined October 2007
United Kingdom50 Posts
January 25 2008 17:16 GMT
#277
On January 26 2008 00:39 BlackStar wrote:
To be popular among spectators a game needs to be competitive, among other things.

There needs to be a difference in skill between Orion and Jaedong, otherwise competition is pointless.


See, both your points are debatable.
Silly example, people play bingo even though its entirely a game based upon luck. For the spectators all that is required is an entertaining game, and personalities that they can support. Now Im not arguing that SC and bingo are comparable, only that games do not need to be competative to draw public interest.

Secondly, you are arguing that inclusion of MBS will make SC non-competative, but WC3 is clearly competative and it includes MBS. So again, while Im not arguing that SC is WC3, Im saying that MBS is not a requirement for a competative game.

The argument is more subtle, would people watch SC with MBS ?
I believe they would, because the impact to the spectator on what they see will be small.

A final, silly, example.
The game of tennis has been compeltely changed by carbon-fibre rackets, infact its almost a completely different game. With new racquets players can hit the ball harder and more accrately than without, and there is a larger "sweet spot" making it easier to play those shots than before.
Did that "noobify" tennis?
Did that make less people want to watch Tennis and destroy the whole pro-scene ?

Or did it make for faster, more exciting matches ?

I believe when we discuss a new SC UI we should be looking to make SC faster and more exciting than ever before so that ore people are drawn to watching SC. That is the best way to secure SC's furture.

GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
January 25 2008 17:25 GMT
#278
Everytime I make an arguement, Wraithlin comes after me, and all the Anti-MBSers come down while my voice is lost in the din. They also portray his as the main-stream pro-MBS argument, which it may well be. But all I want is to be heard! :\
¯\_(ツ)_/¯
Unentschieden
Profile Joined August 2007
Germany1471 Posts
January 25 2008 18:35 GMT
#279
The main issue seems to be that anti MBS argues that SC2 would become incompetative.
Pro MBS argues that UI has little effect on competativness.

To antis Blizzard would not be able to balance out the "noobification" with other factors that keep the players attention for the amount that MBS would free up. They also wouldn´t like it even if Blizzard could since it would be different from SC gameplay, independantly from competativness.

0xDEADBEEF
Profile Joined September 2007
Germany1235 Posts
January 25 2008 18:53 GMT
#280
On January 26 2008 03:35 Unentschieden wrote:
The main issue seems to be that anti MBS argues that SC2 would become incompetative.
Pro MBS argues that UI has little effect on competativness.

To antis Blizzard would not be able to balance out the "noobification" with other factors that keep the players attention for the amount that MBS would free up. They also wouldn´t like it even if Blizzard could since it would be different from SC gameplay, independantly from competativness.



Yes, I think that sums up the problem.
That's why this discussion essentially cannot be won, by any side.
We all will just have to wait until we see the actual beta (or even final) gameplay. If it turns out to suck, then Blizzard needs to correct it in the final version (or with a patch). If it doesn't suck, but is slightly different from SC1 gameplay, then anti MBS will probably say "this sucks, it should be exactly like in SC1", but because it doesn't suck, it's not bad. Which is what I hope for, personally. I want gameplay to be slightly different. Even if it wouldn't help me, at least it's something new. I wouldn't want to play essentially the same game again with just a few different units.
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
January 25 2008 19:36 GMT
#281
Golf is slow and leisurely. However, you'd be hard-pressed to make a convincing argument to legions of semi-pros that Golf is any less competative than Basketball. I hate the weak analogies, but that's the way it is.


I guess you made this bad analogy because you missed the point.

Golf is probably more competitive because it's not a team sport and because difference in skill has a bigger influence on the outcome of the match.

If golf was like bingo no one would care.

Since when do people watch bingo? They don't. It doesn't entertain anyone.
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
January 25 2008 19:55 GMT
#282
I see the error in my analogy there.

How about Tennis compared to Golf. Two invidual sports. 1 is slow. 1 is fast. Both are very competitive. My point is that MBS will slow down the game, but that doesn't equal making it less competitive
¯\_(ツ)_/¯
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
January 25 2008 20:28 GMT
#283
It's not about slow and fast. It's about skill ceiling and the existence or non-existence of testing multitasking as one of the main skill.

Golf is probably harder to play perfectly than tennis. No one hol in one's every time. But in tennis I assume most strikes are pretty near perfect. They can place the ball so it is barely in. Ok, play would be better if all tennis balls had a near speed of light movement. In that sense tennis has no skill ceiling.
Wraithlin
Profile Joined October 2007
United Kingdom50 Posts
January 25 2008 23:18 GMT
#284
On January 26 2008 04:36 BlackStar wrote:
Show nested quote +
Golf is slow and leisurely. However, you'd be hard-pressed to make a convincing argument to legions of semi-pros that Golf is any less competative than Basketball. I hate the weak analogies, but that's the way it is.


I guess you made this bad analogy because you missed the point.

Golf is probably more competitive because it's not a team sport and because difference in skill has a bigger influence on the outcome of the match.

If golf was like bingo no one would care.

Since when do people watch bingo? They don't. It doesn't entertain anyone.


To be clear, because I want to nip this in the bud before it turns into "one of those stupid things Wraithlin said", I am not suggesting that SC is like bingo, or even that people like to watch bingo.

My point was that there are a nuber of blanket statements propping up the anti-mb arguments, chief amoungst these:
- A game must be competative or people will not want to play it (not true, and I used bingo as an example).
- A game with MBS is not competative (not true, WC3 being the prime example of a game that is competative and has MBS).
- Skilled players need to easily beat less skilled players to make a good game (Not true, and particularly not true for spectators. Most people would rather see a close and exciting game where the result is in the balance, than watch one player demolish another effortlessly).


For an example closer to home.
TvT is commonly considered the least interesting matchup to watch; while all three XvX matchups can be disappointing because they are often decided by tiny diffrences or even some luck, TvT is the least popular.

Why ?
Because TvT games have many of the problems that plague other RTS's.
The start is often slow, unless one player goes all in early both will tech at least to factory before much happens. If the game is not won early it can drag on for a long period while both players macro. A good example would be Nadas Group H match, there several periods where almost nothing happened other than both players macroing and it was dull. It was, over all, a great game and come from behind by Nada, but while both players were amassing their BC fleet almost nothing happened.

[fe]
Online bingo stats
Some 50,000 of the estimated 3 million land-based bingo players now play bingo online. 90% of these are below the age of 50, dispelling the myth that bingo is for the older generation.

From
http://www.onlinebingo.net/2007/12/online-bingo.html

Its probably not unfair to say at least as many people, if not more, play bingo online as there are people playing StarCraft.
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
January 26 2008 01:06 GMT
#285
No one disputed that people play bingo.
jngngshk321
Profile Joined April 2003
Korea (South)457 Posts
Last Edited: 2008-01-26 03:58:10
January 26 2008 03:57 GMT
#286
On January 26 2008 08:18 Wraithlin wrote:
Show nested quote +
On January 26 2008 04:36 BlackStar wrote:
Golf is slow and leisurely. However, you'd be hard-pressed to make a convincing argument to legions of semi-pros that Golf is any less competative than Basketball. I hate the weak analogies, but that's the way it is.


I guess you made this bad analogy because you missed the point.

Golf is probably more competitive because it's not a team sport and because difference in skill has a bigger influence on the outcome of the match.

If golf was like bingo no one would care.

Since when do people watch bingo? They don't. It doesn't entertain anyone.


To be clear, because I want to nip this in the bud before it turns into "one of those stupid things Wraithlin said", I am not suggesting that SC is like bingo, or even that people like to watch bingo.

My point was that there are a nuber of blanket statements propping up the anti-mb arguments, chief amoungst these:
- A game must be competative or people will not want to play it (not true, and I used bingo as an example).
- A game with MBS is not competative (not true, WC3 being the prime example of a game that is competative and has MBS).
- Skilled players need to easily beat less skilled players to make a good game (Not true, and particularly not true for spectators. Most people would rather see a close and exciting game where the result is in the balance, than watch one player demolish another effortlessly).


For an example closer to home.
TvT is commonly considered the least interesting matchup to watch; while all three XvX matchups can be disappointing because they are often decided by tiny diffrences or even some luck, TvT is the least popular.

Why ?
Because TvT games have many of the problems that plague other RTS's.
The start is often slow, unless one player goes all in early both will tech at least to factory before much happens. If the game is not won early it can drag on for a long period while both players macro. A good example would be Nadas Group H match, there several periods where almost nothing happened other than both players macroing and it was dull. It was, over all, a great game and come from behind by Nada, but while both players were amassing their BC fleet almost nothing happened.

[fe]
Online bingo stats
Some 50,000 of the estimated 3 million land-based bingo players now play bingo online. 90% of these are below the age of 50, dispelling the myth that bingo is for the older generation.

From
http://www.onlinebingo.net/2007/12/online-bingo.html

Its probably not unfair to say at least as many people, if not more, play bingo online as there are people playing StarCraft.


TvT is the least luck-based mirror matchup. It requires the most thought, and mistakes are heavily punished. This is why many players don't like to play TvT.

ProMBS players argue that the skill required for macromanagement would be moved to micromanagement.

-Macromanagement is a style of play. Why should everything that determines skill come out of micromanagement? It's not hard at all to learn how to micro properly. Anyone who has played a micro map can perform things like mass lockdowns and mass irradiates without any problem. Macro requires more thought, and it requires rhythm that takes a while for the player to learn.

-MBS fits for WC3 because there isn't a situation when you would build 10 barracks. Macro plays a very, VERY small role in WC3.
-A game may not have to be competitive to be fun, but it does have to be competitive to be considered as a sport. Blizzard has already said that this was what they are aiming for so whether or not a competitive game is required for fun doesn't matter, since fun comes after game mechanics.

-Starcraft is a game that is easy to learn and extremely hard to master, and this is how it should be. Trick micro moves can be learned not even by watching a replay, all you have to do is see someone perform it, and it will be found out minutes after the vod has been watched. Again, macro is very important because it's something you have to keep up throughout the whole game.

-Skilled players should easily be able to beat lesser skilled players. So you want skill to have no purpose in a game? are you retarded? I fully expect a top rate progamer to beat a second rate progamer. Why shouldn't training be rewarded? The way you talk, you sound like you want to be able to play like a progamer without putting in the effort.
MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
Last Edited: 2008-01-26 07:36:03
January 26 2008 07:34 GMT
#287
On January 25 2008 03:09 BlackStar wrote:
Nick, I want to know more about the opinions of progamers once you get them.


But about moderation, deleting posts that show ignorance about MBS and/or the game doesn't make it go away. We just have to face that there are still people ignorant or on purpose making fallacious arguments.

We could delete their posts because it adds nothing to the quality of the debate. But they will still remain people that still have to be convinced.

And I know from experience that quite a few people already have been convinced and went from pro-MBS to anti-MBS.

[edit]

Ok, I just saw that the topic on the official SC2 forum about the chat Tasteless and Testie had with Dustin about MBS has been deleted. Not sure if Blizzard deleted it on purpose. It was spammed so it became broken and then cleaned up by Karune. But now it's gone.


I didn't want the post to be deleted, i just wanted moderation on the fourm itself. Chill already posted saying he pmed the person so it's fine.

so people were spamming that on blizzard fourms? fuck... everyone i've met at blizzrard has been extremely kind and also passionate about the games they make. i hope they don't think i'm a dick now.


Nal ra is the pro i've spoken to the most about this. We went out to the bar a few nights ago and he said that after playing the game at Blizzcon he thinks the new units and graphics are great. His only complaint was about the interface. He said that progamers will have less to train for with the computer playing the game for them. Becuase of that he thinks the gamer overall won't be anywhere near as competitve. But like most of the koreans i've spoken with, he still dosn't actually believe that blizzard will keep such features in the game because the negative outcome seems so obviuos.

Last time i talked to rekrul about it he said the featuers would "fuck up the game"

I know Jeff Dickinson, the guy i casted WCG USA finals and the Seoul Estars Festival with, talked to a Korean guy named 'Paul' (I don't know his korean name). Paul is one of the main people responsible for getting SC on TV. I also know he's was Boxers mentor when he started becoming famous. When Jeff told him about the new features he asked "Why would they do that? Does blizzard know how much Starcraft means to korea?" That's a direct quote. he was basically horrified to hear about automine MBS and the unit cap.

If i get the chance i'll see if i can't interview some of these people. At the WCG World Finals we recorded me polling a ton of SC gamers about their thoughts on MBS and autominig. Almost everyone was against it, especially the top players like Mondragon. However GGL was behind and didn't have time to edit it and put it on their website.

I'm very busy right now but if i get the chance i'll see if i can't come up with an interview or something.

Blizzard isn't stupid, they are known for listening to their fan base. To some extent i'm in the same boat as nal ra; i don't honestly believe these features will be put in the game. If the features are put in i expect a pro mod to be made shorly after with MBS auto mine and the selection cap changed. Whether Blizzard does this or the Koreans do it... i don't know, but i can't possibly immagine this not happening.
Follow me on twitter: CallMeTasteless
Aphelion
Profile Blog Joined December 2005
United States2720 Posts
January 26 2008 08:07 GMT
#288
Tasteless if you can just compile a list of comments pros have about the game, get them to sign it and send it to Blizzard I'm certain the impact would be gigantic.
But Garimto was always more than just a Protoss...
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
January 26 2008 09:48 GMT
#289
I just realised the answers to our problems!

1: Make them optional.Yes yes, i know you have read that before, but read this:
2: Make the ladder on the asian server play wo MBS, automine, smartcast and with a 24 unit selection cap.(Add a special dedicated hotkey to select next Waqrpgate, and other similar fixes to keep balance)
3: Make all other ladders include the UI stuff.

There, now the asian market is happy since they can spam train their macro moves just as before, while the western market is happy since they can focus more on micro.What would happen with international tournaments you guys might ask? Well, they aren't important to Korean e-sport as it is so we would use the western version to try to spark a bigger western following.

These 2 would need to be balanced induvidually ofcourse and since Blizzards strongest point is balance it shouldn't be a problem.

Now, what are the drawbacks aside from a heavier load on the balance team? Well, it splits the community somewhat, but the western and asian markets never integrated that well with each other anyway. And if you live in america/europe and want to play with the Old UI, you can play on the asian server just like the asians play on the US west server now.
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
January 26 2008 13:46 GMT
#290
Ok, thank you Tasteless.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
January 26 2008 16:09 GMT
#291
My problem with Progamers is that they don´t argue against MBS because it would destroy competativness but their advantage. MBS removes a skill they spend 10 years to develop/train.
Pro gamers are biased against MBS, we have to remember that when listening to their arguments.

I´d like to hear some game reviewers opinion on the debate. They will be a big factor in the commercial succsess with the masses.

Pro gamers have advantages when debating on balance issues, they know about the little advantages/disatvantages, also they have a interest in a balanced game - otherwise tournaments would have to work with handicaps/wait for patches/be unfair.

MBS has little effect on balance: it is available for every player and equally effective for everyone. (I´m shure Zerg economy will be adjusted if MBS makes it in)

MBS only effects how the game is played, the effort and time the player has to spend on unit production/static defense control.
Fen
Profile Blog Joined June 2006
Australia1848 Posts
January 26 2008 16:19 GMT
#292
On January 26 2008 18:48 Klockan3 wrote:
I just realised the answers to our problems!

1: Make them optional.Yes yes, i know you have read that before, but read this:
2: Make the ladder on the asian server play wo MBS, automine, smartcast and with a 24 unit selection cap.(Add a special dedicated hotkey to select next Waqrpgate, and other similar fixes to keep balance)
3: Make all other ladders include the UI stuff.

There, now the asian market is happy since they can spam train their macro moves just as before, while the western market is happy since they can focus more on micro.What would happen with international tournaments you guys might ask? Well, they aren't important to Korean e-sport as it is so we would use the western version to try to spark a bigger western following.

These 2 would need to be balanced induvidually ofcourse and since Blizzards strongest point is balance it shouldn't be a problem.

Now, what are the drawbacks aside from a heavier load on the balance team? Well, it splits the community somewhat, but the western and asian markets never integrated that well with each other anyway. And if you live in america/europe and want to play with the Old UI, you can play on the asian server just like the asians play on the US west server now.


This wouldnt work for obvious reasons. You cannot split people depending on their country of origin. Realeasing 2 versions of the game flat out would be better. So you load starcraft 2, and you get a choice, just like you get a choice between original and expansion in BW. You load up the old or new UI and all the balances that go with it.
almostfamous
Profile Joined January 2008
United States10 Posts
January 26 2008 17:46 GMT
#293
Just to pose a question to the forum, why would it be bad that the games are closer? Wouldn't that be a benifit?

There cannot be a split in the community, the game has to either have MBS or not, but a stratification of the communtiy would ultimately destroy the game faster then MBS would (if indeed it would destroy it).

To clarify, yes, I did join this site to participate in the MBS discussion, I do see the merits of both sides of the issue, but have yet to make up my mind. No, I'm not actually almost famous, but thats my nick here and on other sites as well.
Life is short but sweet for certain, so we'll climb on two by two.
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
January 26 2008 18:11 GMT
#294
Why are we forced to play on the Asian server. It's not like only Korea wants an intense game. It's not their genes that makes them want an demanding game.
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
Last Edited: 2008-01-26 18:54:55
January 26 2008 18:54 GMT
#295
On January 27 2008 03:11 BlackStar wrote:
Why are we forced to play on the Asian server. It's not like only Korea wants an intense game. It's not their genes that makes them want an demanding game.

No, but most guys who don't want the UI stuff are in korea, and most who wants them are in europe/us. Its called tradition, its not like the guys here on TL have special genes compared to those at blizzard forums either. Its just to cause a minimal split in the community.
Fen
Profile Blog Joined June 2006
Australia1848 Posts
January 26 2008 19:08 GMT
#296
On January 27 2008 02:46 almostfamous wrote:
Just to pose a question to the forum, why would it be bad that the games are closer? Wouldn't that be a benifit?


Games are supposed to be close between people of equal skill, not people with significant differences in skill. Its a simple system where the better player is rewarded for being better, as he should be. It also makes the game more interesting. There is nothing fun about a game which looks close but really isnt.
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
Last Edited: 2008-01-26 19:29:59
January 26 2008 19:26 GMT
#297
Not only that. The game tests the skill of players. It's a bit like an IQ test. You need a special IQ test to test the IQ of people over 150. If you try to test their IQ with a normal test then you know their IQ is in the 140-220 range but nothing more because that IQ test is optimized for IQs around 100.

SC2 needs to be able to differentiate between the skill of a Class A progamer and a class D progamer.

The skill ceiling will asymptote at some point.
If all progamers are basically all class A+ players, with no significant difference inbetween them, then competition is pretty pointless.

One could say that SC asymptotes at the 1500 APM level, if we shallow things down to just APM for the sake of clarity. Around the 1500 APM level the graph of skill becomes horizontal. That means there is still a big difference between players with 300 APM or 400 APM. It's worth it to practice to get better. And your skill advantage will allow you to dominate. But practicing to get 2000 APM doesn't do much for you. You can play basically just as well with 'only' 1500. Luck will have a bigger effect on the outcome of the game then the skill difference.

With MBS the skill ceiling will be earlier. It will asymptote earlier. At the very top you just can't get much better and it's pointless to set up a professional team to improve play. It won't have much effect. The skill ceiling should clearly be superhuman. Just as it is humanly impossible to play a perfect chess game. Humans just can't play the strongest move in the most complex positions.

Right now players are still becoming better and better. Same is true in chess. Chess actually has a bit problem here. In a few years, maybe 25 or maybe 500, chess will be 'solved'. Computers will have found a forced draw for black in every opening worth playing. Players will just memorize these moves and play them out to see if their opponent fails at memorizing them. If not, it's a draw.

Look at how many old chess lines/openings have been refuted. Sure, still a long way to go. But someday chess will be solved. Just like tic-tac-toe where following 14 rules give you a forced draw no matter what.

What's the point of competition if you can't improve?

The analogy may not be perfect. But unlike SC, SC2 will be developed with esports in mind. So it makes no sense consciously take a step in the wrong direction, assuming casual players really want what they claim they want.

When the game is out I am sure that most of the pro-MBS people will pretty quickly either give up on the game or switch to the non MBS version. No way people will play the MBS version of the game for a decade.
teamsolid
Profile Joined October 2007
Canada3668 Posts
January 26 2008 19:34 GMT
#298
On January 26 2008 16:34 MyLostTemple wrote:
Nal ra is the pro i've spoken to the most about this. We went out to the bar a few nights ago and he said that after playing the game at Blizzcon he thinks the new units and graphics are great. His only complaint was about the interface. He said that progamers will have less to train for with the computer playing the game for them. Becuase of that he thinks the gamer overall won't be anywhere near as competitve. But like most of the koreans i've spoken with, he still dosn't actually believe that blizzard will keep such features in the game because the negative outcome seems so obviuos.

This is exactly the kind of thing you should do if you want to truly convince Blizzard to change the interface. I'm also interested in what other Korean pro-gamers have to say. Please interview them (and post them) since you're probably one of the few people that are in the position to do so.
almostfamous
Profile Joined January 2008
United States10 Posts
January 26 2008 22:43 GMT
#299
For anti-MBSers, do you have a problem with selecting multiple defensive structures, or just unit producing structures? I can understand (and could probably deal with) only unit producing structures being SBS, but it really isn't fun to select the defensive structures and tell them who to target one by one.

Life is short but sweet for certain, so we'll climb on two by two.
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
January 26 2008 23:52 GMT
#300
I doubt many people have a problem with selecting several phase cannons and focus firing with them.

And even if they do, it's a totally different issue that producton/macro.

It's that you don't need to go back to your base to produce units. You will only go back to your base to build new buildings. Or to your rally point. But if you manage your rally point properly you won't need to go back to your base for that either.

This damages multitasking and that's what makes Starcraft difficult, intense, demanding and fun.
HamerD
Profile Blog Joined January 2008
United Kingdom1922 Posts
January 27 2008 01:05 GMT
#301
Coming from the PoV of an SC noob who knows aoe3, aok, wc3, ra2, ee, dow...SC is the best RTS hands down simply because of the feeling of chess you get about it. If you want an adapting-to-luck skill-based game you go poker. If you want a pure numbercruncher you go chess. If you want the best of both worlds PLUS a stupid amount of multitasking and unlimited various skills, you go SC man!

It's the ultimate authority for micro AND macro challenge. But it's really ALL about the multitasking...the macro...and how much you want to put in your game, the intense timing involved in knowing exactly when to expect things to be built and when to make the next unit. Because micro is easy because you only ever look at that screen...micro is the most 'clicky clicky' thing ever...who the hell could possibly say that constantly multitasking around the map on 4 different expansions is just clicky clicky?! FFS! Clicky clicky would be oh look...more spider mines...there's a space where there are no spider mines. The collective of gamers orders spider mines creations...very wells ¬¬ lets us do its, millions of spiders mines everywhere ¬¬ thats makes us pro.

It's the fact that ppl like boxer take whatever they want from macro and then use their micro. It's the fact that FFS you DONT HAVE TO FOCUS ON MACRO TO WIN BUT YOU CAN IF YOU WANT...LIKE LOADS OF PEOPLE HAVE ALREADY SAID.

Imo if you take like halve the macro challenge you still have exactly the same challenge for micro you just are forced to focus on it more.

Talking about re-distributing skill levels seems completely insane imo. It's redistributing what skills people focus on yes but not redistributing HOW much ability each skill requires. You are just diminishing one skill, you clearly aren't boosting anything...that's so obvious.

Sure, when games like aok and SC were out, loads of other games had the same limited UI...but the point is that by fluke that was the perfect amount of UI. For example auto-heal by medics is miraculously useful but not noobifying. It seems imperative that Blizzard stop MBS and automine before they are too late. SC is the pro game and all other RTS's (except for perhaps godly TA and aok) are less pro.

"Oh no, we've drawn Judge Schneider" "Is that bad?" "Well, he's had it in for me ever since I kinda ran over his dog" "You did?" "Yeah...if you replace the word *kinda* with *repeatedly*...and the word *dog* with son"
Unentschieden
Profile Joined August 2007
Germany1471 Posts
January 27 2008 01:30 GMT
#302
You should be a Diplomat. Thats exactly what TL.NET wants to hear, word for word.

Black made a lot of good points in his last post but I still wonder: is there anything that could be improved about SC UI?
Fen
Profile Blog Joined June 2006
Australia1848 Posts
January 27 2008 04:55 GMT
#303
On January 27 2008 07:43 almostfamous wrote:
For anti-MBSers, do you have a problem with selecting multiple defensive structures, or just unit producing structures? I can understand (and could probably deal with) only unit producing structures being SBS, but it really isn't fun to select the defensive structures and tell them who to target one by one.



No, not a problem at all. The only thing that could be said against this would be that cannons might be imbalanced. But balance issues are no problem, blizzard can handle them with no sweat.

MBS is great for cannons, lifting/dropping supply depots, setting rallypoints etc. Just not producing units.
gravity
Profile Joined March 2004
Australia1847 Posts
Last Edited: 2008-01-27 10:02:34
January 27 2008 09:59 GMT
#304
There is very little chance that Blizzard will remove MBS and auto-mine entirely - casual players and reviewers will hate not having them, and they're making the game for them as much as for competitive players.

It's slightly possible that there will be multiple options, but still most people would be mystified as to why the bad-interface option is even necessary, and it also threatens to split the community.

As for my personal opinion, I'd say not having MBS in a modern RTS makes about as much sense as not having mouselook in a modern FPS.
ForAdun
Profile Joined August 2007
Germany986 Posts
January 27 2008 10:07 GMT
#305
On January 27 2008 18:59 gravity wrote:
As for my personal opinion, I'd say not having MBS in a modern RTS makes about as much sense as not having mouselook in a modern FPS.


Please stop these bad analogies.
gravity
Profile Joined March 2004
Australia1847 Posts
Last Edited: 2008-01-27 10:16:33
January 27 2008 10:16 GMT
#306
On January 27 2008 19:07 ForAdun wrote:
Show nested quote +
On January 27 2008 18:59 gravity wrote:
As for my personal opinion, I'd say not having MBS in a modern RTS makes about as much sense as not having mouselook in a modern FPS.


Please stop these bad analogies.

It's not a bad analogy at all, it's perfectly apt. Both are issues where the innovation allows you to do what you want to do (aim, build) more easily in terms of physical controls without actually changing the rules of the game (ie they don't make anything automatic as such). Both make the game easier in a way and hence reduce "skill", but both are very desirable. In fact, mouselook has a much bigger impact than MBS would, but if you suggested that keyboard aiming makes for better competition, you'd be laughed off the face of the Earth, and quite rightly. I'm sure some people thought Quake was noob compared to Doom because of mouselook back in the day but they were wrong, just as those who think SC2 will be noob because of MBS are wrong.
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
January 27 2008 10:35 GMT
#307
Then how good of an analogy is: "MBS in an RTS is like autoaim in an FPS."

It's removing execution so players can focus on decision making.
Fen
Profile Blog Joined June 2006
Australia1848 Posts
January 27 2008 10:45 GMT
#308
On January 27 2008 19:16 gravity wrote:
Show nested quote +
On January 27 2008 19:07 ForAdun wrote:
On January 27 2008 18:59 gravity wrote:
As for my personal opinion, I'd say not having MBS in a modern RTS makes about as much sense as not having mouselook in a modern FPS.


Please stop these bad analogies.

It's not a bad analogy at all, it's perfectly apt. Both are issues where the innovation allows you to do what you want to do (aim, build) more easily in terms of physical controls without actually changing the rules of the game (ie they don't make anything automatic as such). Both make the game easier in a way and hence reduce "skill", but both are very desirable. In fact, mouselook has a much bigger impact than MBS would, but if you suggested that keyboard aiming makes for better competition, you'd be laughed off the face of the Earth, and quite rightly. I'm sure some people thought Quake was noob compared to Doom because of mouselook back in the day but they were wrong, just as those who think SC2 will be noob because of MBS are wrong.


No, this analogy is very bad. Mouse-look doesnt reduce the skill required to play. It moves the skill to a different form of control which is equally if not harder to control. MBS just makes something easier, doesnt replace it with anything, and reduces the depth of the game.

I understand why it wouldnt make sense to leave MBS out due to technology. But they shouldnt be making the game with the idea of making it with the best UI features possible. They should be making it with a UI that suits the game. Supreme commander has a button which tells your producing buildings to constantly build a unit over and over. Thats a UI improvement. Should we include that in starcraft as well? UI improvements shouldnt be added just because they are the new technology, they should because it enhances the game. This is something that we belive MBS will not do. We believe that MBS will dull down the game instead of enhance it.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
January 27 2008 11:07 GMT
#309
It is a good analogy but for different reasons than you are attaking it for.
The majority of Players will go to SC2 expecting a actuall UI. Disapointment is a killer for ANY Product.
How would you feel if they removed HOTKEYS? That would raise APM to numbers previously unknown but woul it be good?

With MBS and Automine inexperienced players will "loose" Minerals just like before - in the builings.
The time between production and production and reproduction will be more important. It is already Multitasking if you have to remember all you producing units construction time/building wich is actually harder when you DON´T return with the monitor to you´r base.
MBS will not remove any skill but shift it a bit. Control groups are actually limited, MBS will make it even more important to decide what to group and what not.
You could group all your production builings but that syncronizes your economy - ineffective at least compared to perfectionism that is almost natural to proffesionals. Like not having floating resources.
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
Last Edited: 2008-01-27 11:42:19
January 27 2008 11:39 GMT
#310
On January 27 2008 19:35 BlackStar wrote:
Then how good of an analogy is: "MBS in an RTS is like autoaim in an FPS."

It's removing execution so players can focus on decision making.

No, it removes the act of aiming totally, while mouselook just makes it easier and faster compared to keyboard look wich all the early fps's had. Mbs, same thing, it makes building units faster and easier compared to sbs, it doesn't remove the act of managing resources to build units totally like for example supcoms autobuild or the cnc way of not charging credits for queing.

So
sbs=keyboard look
mbs=mouse look
Autobuild=Autoaim

And im sure that if FPS's hadn't moved on to mouselook before the multiplayer era began there would be a lot of players thinking that mouselook is shit since it makes aiming to fast and easy allowing every noob to headshot people. Kinda how fps's are now, do you know anyone really who have troubble aiming? There is a minimal difference between a pro and an average player aiming in an fps today, if we had keyboard aim that would not be the case.

Why have it then? Well, people don't want to get frustrated on how hard aiming is compared to all other games, just like they would get frustrated on how hard it is to build units in sc2 compared to all other games if it wouldn't have the UI enhancements.
Fen
Profile Blog Joined June 2006
Australia1848 Posts
Last Edited: 2008-01-27 12:02:22
January 27 2008 12:00 GMT
#311
Sigh, can we stop with the crappy analogies. Analogies that relate gameplay mechanics between two vastly different computer games is going to get us nowhere in this discussion. The analogy was bad in the first place for this reason, so please for the love of god, can we not sit here debating whether MBS is equal to somehting in a FPS game or not.

Oh and to
How would you feel if they removed HOTKEYS? That would raise APM to numbers previously unknown but woul it be good?

This would drastically reduce APM. You didnt think your argument out very well.
gravity
Profile Joined March 2004
Australia1847 Posts
Last Edited: 2008-01-27 12:11:29
January 27 2008 12:11 GMT
#312
On January 27 2008 19:35 BlackStar wrote:
Then how good of an analogy is: "MBS in an RTS is like autoaim in an FPS."

It's removing execution so players can focus on decision making.

No it isn't, auto-aim is more like auto-cast - ie it makes the decision for you. I'm not advocating auto-cast except for cheap buffs/debuffs like medic heal.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
January 27 2008 12:14 GMT
#313
How so? Anything done by the press of a button would have to be replaced with mouse movements/clicks. It would make multitasking even more important since you either are so fast that you can replace all actions or you´d have to prioritize.
The effort is more and you´d get less done.
It is the main SBS argument isn´t it? Since you can´t control your forces entirely you either get faster or prioritize, the reallity is between that, thouse good at it are pro.

Imagine playing the game while disconnecting your keyboard. What takes more skill, is more tiring?
gravity
Profile Joined March 2004
Australia1847 Posts
January 27 2008 12:15 GMT
#314
On January 27 2008 19:45 Fen wrote:
Supreme commander has a button which tells your producing buildings to constantly build a unit over and over. Thats a UI improvement. Should we include that in starcraft as well?

Auto-build doesn't really work in SC because you have to pay for units and buildings all at once. For example, if you were trying to save up 400 mins for a Nexus, you wouldn't want auto-build to suddenly use the minerals to make a few Zealots. It works fine in SupCom though and doesn't "newbify" that game any more than it already is.
Fen
Profile Blog Joined June 2006
Australia1848 Posts
January 27 2008 12:26 GMT
#315
On January 27 2008 21:15 gravity wrote:
Show nested quote +
On January 27 2008 19:45 Fen wrote:
Supreme commander has a button which tells your producing buildings to constantly build a unit over and over. Thats a UI improvement. Should we include that in starcraft as well?

Auto-build doesn't really work in SC because you have to pay for units and buildings all at once. For example, if you were trying to save up 400 mins for a Nexus, you wouldn't want auto-build to suddenly use the minerals to make a few Zealots. It works fine in SupCom though and doesn't "newbify" that game any more than it already is.


Debate the point, not the example.

Sure I know that autobuild wouldnt work well in starcraft. The point is, that what we see from the UI of starcraft 2, the game will not have the latest and greatest UI, just one that is up to date. There are many UI features that will not exist in starcraft 2 such as unit formations and stances. Does this make the game bad because they dont exist? NO. They are not suited to starcraft's style.

You dont need to have the latest and greatest UI to have a good game. You only need a UI that fits the game itself.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
Last Edited: 2008-01-27 12:41:57
January 27 2008 12:27 GMT
#316
That is a important point - UI functions must always be seen in context to the other functions. MBS had a small impact on WC3 since it had rarely more than 2 production buildings of the same kind.

The situation could be the same in SC2, if only the Production was effectivly spread out - it would´t make sense to group up several Production Buildings if these were spread all over the Map.

There are many points the SC2 UI could improve compared to SC1, for example the qeue tax, the need to select buildings to produce (see cnc), the ability to set AI macros for units...

A lot of them would "noobify" the game immensly more than MBS and a lot of changes do already, for example the "lazy peon button" (wich basically is automine).
MBS has a relativly high "comfort gain" while not effecting skill as much, seen as good trade by the pro-MBS.

Compare it to the qeue tax: It makes using the qeue a "mistake" since it takes up minerals. But it is a increased desicion layer. Even Pros use the qeue in some situations since ineffective production is better than no production.
MBS will add to this desicion making since sincronized production is worse than "SBS-Production" but better than no production, good players will have to decide what variant they want o use all the time in context of the current game situation.

Unlike what is often said here the "pure MBSer" is at a disatvantage compared to the "SBSer", just like the "qeuer" is at a disatvantage compared to the "single unit producer". But the best is still the one who can use the 2 styles depending on the situation.

Doesn´t anyone remember the change from WC2 to SC?
Fen
Profile Blog Joined June 2006
Australia1848 Posts
January 27 2008 12:33 GMT
#317
On January 27 2008 21:27 Unentschieden wrote:
The situation could be the same in SC2, if only the Production was effectivly spread out - it would´t make sense to group up several Production Buildings if these were spread all over the Map.


Please elaborate. I also dont understand another point youve made about why its bad to group multiple command centres, so before I respond, could you please exaplain them, just in case I misinterpret them.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
January 27 2008 12:53 GMT
#318
On January 27 2008 21:33 Fen wrote:
Show nested quote +
On January 27 2008 21:27 Unentschieden wrote:
The situation could be the same in SC2, if only the Production was effectivly spread out - it would´t make sense to group up several Production Buildings if these were spread all over the Map.


Please elaborate. I also dont understand another point youve made about why its bad to group multiple command centres, so before I respond, could you please exaplain them, just in case I misinterpret them.


Shure. SCVs becomme more and more ineffective the more you have on one position. going from 1->2 SCVs gives you more income gain than 20->21, if you indescrimately build SCVs all over the map without ever looking there you will loose efficiency. This becomes even more obvious if you remember yellow minerals - even inefficient mining of these could be better than normal mining of regular minerals.

Same with units. It is not important how many and what units you have but how many, what and WHERE you have them. It may not be inuitive but a unit at the wrong position at the wrong time is as good as no unit at all, hell even worse since you paid for it.
But if you start giving every expansion a different hotkey you will quickly run out. Even in SC you cant give everything a control group that you would want to have one.

For the player the "best" control group system would be one where EVERYTHING in the players posetion had a control group/hotkey.
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
January 27 2008 16:52 GMT
#319
Auto aim wouldn't decide for you who to aim at. It just makes sure that when you make a decision you have no problem executing it. No person will be beating you because they 'aim' better.

You don't want people to beat you in SC just because they can 'produce faster', right?
Unentschieden
Profile Joined August 2007
Germany1471 Posts
Last Edited: 2008-01-27 16:57:53
January 27 2008 16:55 GMT
#320
Wait wasn´t that the point behind "macro" oriented playstiles, the one that MBS (supposedly) would remove? What exactly do you want to say? Please elaborate.
LosingID8
Profile Blog Joined December 2006
CA10828 Posts
January 27 2008 17:06 GMT
#321
On January 27 2008 20:07 Unentschieden wrote:
How would you feel if they removed HOTKEYS? That would raise APM to numbers previously unknown but woul it be good?

taking away hotkeys would reduce current apm levels by about 1/3 to 1/2. if you analyze any good player's replay they generally have a ton of hotkey usage. cycling through hotkeys is much faster than mouse clicking.
ModeratorResident K-POP Elitist
Unentschieden
Profile Joined August 2007
Germany1471 Posts
January 27 2008 18:14 GMT
#322
On January 28 2008 02:06 LosingID8 wrote:
Show nested quote +
On January 27 2008 20:07 Unentschieden wrote:
How would you feel if they removed HOTKEYS? That would raise APM to numbers previously unknown but woul it be good?

taking away hotkeys would reduce current apm levels by about 1/3 to 1/2. if you analyze any good player's replay they generally have a ton of hotkey usage. cycling through hotkeys is much faster than mouse clicking.



And MBS is faster than SBS. I don´t see how no Hotkeys would remove Actions. APM would be lower since you wouldn´t get as much done but you´d have to play faster to compensate.
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
Last Edited: 2008-01-27 18:38:55
January 27 2008 18:37 GMT
#323
On January 28 2008 01:55 Unentschieden wrote:
Wait wasn´t that the point behind "macro" oriented playstiles, the one that MBS (supposedly) would remove? What exactly do you want to say? Please elaborate.


That the execution element of macro in RTS games is just as essential as the aiming execution in FPS games.

That's the analogy that works the best. Autoaim and MBS both reduce the execution skill required. And about both those execution based skills one can claim that they are unintelligent mechanical skills that ideally shouldn't be in a fun game.


And MBS is faster than SBS. I don´t see how no Hotkeys would remove Actions. APM would be lower since you wouldn´t get as much done but you´d have to play faster to compensate.


You don't understand how two hands are faster than one?

Or what about 5 fingers vs 2 fingers? It's pretty obvious. Why don't you play a game with your mouse only and see how much your APM increases. (assuming you don't cheat by spamming)
Klouvious
Profile Joined January 2008
23 Posts
January 27 2008 18:48 GMT
#324
I believe the point that people, who are saying that no hotkeys would reduce APM, are trying to make is that since there are no hotkeys available you are no longer required to use your keyboard hand as much, or even at all. Therefore you are actually playing with only your mouse hand and obviously the actions you can perform with one hand, in a given time period, are fewer than the actions you would if you used both hands. And thus your APM drops.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
Last Edited: 2008-01-27 19:30:03
January 27 2008 19:04 GMT
#325
Klouvious nailed it.

But since you can´t do as much as you could WITH hotkeys you have to think what you can do with the "Available APM".

Hotkeys make the game easier. You get more done. But no one complains about that "noobification". Where are the Mouse-pros that are annoyed about the keyboard kiddies that can duplicate time intensive (parts of a second) actions with the press of a button?
Nowhere. In fact SC(and others) are only theoretically competativly playable without a keyboard. Hotkeys take away mouse actions but they speedthe game up immensly. The game is balanced/timed around that.

For pro MBSers MBS falls into the same category. MBS doesn´t do anything the player couldn´t do himself. It is just faster, and consequently the game itself would also be faster. And most importantly a lot more comfortable to play.
Just like how playing without hotkeys may be more challenging but not fun.

TL:DR
Would you give up hotkeys if it made the game more competative?

HamerD
Profile Blog Joined January 2008
United Kingdom1922 Posts
Last Edited: 2008-01-27 19:46:29
January 27 2008 19:43 GMT
#326
This is the issue that a lot of people have hit on the head. Literally this is the only issue that is confusing people:

People who are against MBS are saying that:

Starcraft is at the optimum level of skill

You try to make it any harder, it is ridiculous (removing hotkeys)

You try to make it easy, it is homogenized...actually it's just homo (adding MBS etc)

This is the only game left nowadays from the excellent style of TA and aok. People who like this level of skill want it to stay that way because it is PERFECT for them. It is, in fact, perfect RTS from a 3rd person PoV, imo; and from a competative angle. Clearly the difference between a pro and a noob is much bigger in SC than in AoE3. I could prove that easily...SO easily. It takes like a year to get top 100 in AoE if you play it constantly and have all the tactics. It takes like, what, 10 years to do that in SC with a small chance of success anyway?

By freak chance this is the best RTS ever made, and that is why changing it in such a massively crushing way will never make it better.

Right, that is all of the arguments like 'it lets you focus on strategy', 'it's just like having hotkeys', and 'it keeps as much skill in the game just redistributes it'.

---------------------------------now for the other, and clearly WORST argument-------------------------------

Arguing that 'people won't move to this game' or 'Blizzard needs to appeal to the majority' is NOT PROPERLY ARGUING.

The former is inconsequential, because everyone knows that skill players are attracted to skill games, not to MBS...FFS!

The latter is NOT AN OPINION, it is a FACT. And this factual statement has nothing to do with whether blizzard SHOULD put mbs in.

------------------------------------------For my final point----------------------------------------------------------

Hell, maybe all true RTS players should just sit back and say 'well at least we have SC'.

but you know fuck that...Blizzard has SO much money from WoW, why CAN'T they just give something back to the huge hardcore gaming commuity that has owned every singe game Blizzard has ever released (well except WoW I refuse)

Imo Starcraft and Starcraft 2 are gona be the RTS equivalent of CS 1.6 and CS source.

If it ain't broke, don't be a tard and fix it.

But you can make it look pretty and put ribbons on it

capiche?!

Actually to repeat this so that everyone gets it:

Starcraft is at the optimum level of skill
Starcraft is at the optimum level of skill
Starcraft is at the optimum level of skill
Starcraft is at the optimum level of skill
Starcraft is at the optimum level of skill
"Oh no, we've drawn Judge Schneider" "Is that bad?" "Well, he's had it in for me ever since I kinda ran over his dog" "You did?" "Yeah...if you replace the word *kinda* with *repeatedly*...and the word *dog* with son"
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
January 27 2008 20:09 GMT
#327
You are so dumb. You've completely condescended without adding anything to the argument.

First point: This is not about noobs vs pros. We established that a couple pages back. If it's so easy to prove, then do it. War 3 has no macro but plenty of skill differentiation. Ergo, MBS isn't an instant killer of skill differentiation. Micro alone will cut the pros from the noobs.

Starcraft is at an optimum level of UI is a good argument to make. You've taken a crappy argument about skill differentiation and a lot of capitol letters and bolding instead of actually thinking about the game you love and why it's great (and how the UI affects it).

I'm not completely adverse to your point of view, but there is more depth than the level of competition. Think multi-tasking and the effectiveness of APM

Your argument is shallow, though not necessarily wrong
¯\_(ツ)_/¯
Unentschieden
Profile Joined August 2007
Germany1471 Posts
Last Edited: 2008-01-27 20:15:23
January 27 2008 20:14 GMT
#328
HamerDs post contains the core accusation of MBSers on SBSers:

All they want is a remake, not a sequel.

After 10 years isn´t it time to take a risk and try something new? I´m not even saying that SC2 would be better with MBS. Just that no one should be afraid of change. A SC2 with MBS could be fun too. Many here fight the idea purely because it is different from SC.

Blizzard should try to expand on the optimum.

"Thouse that stop trying to become better stop being good."
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
Last Edited: 2008-01-27 20:41:13
January 27 2008 20:37 GMT
#329
Unentschieden, that turns APM in a physical issue rather than a mental one.

It's about mental APM. Not about how quick your mouse is. But how quick your brain is.

If you cut off the physical cap before you reach the mental cap then you will never be challenged to push forward your mental cap. And that's what is so fun about SC.

So the more you can remove the physical APM limitation the better. That's why hotkeys are good. MBS does something entirely different.


All they want is a remake, not a sequel.


No. They want to Blizzard to fix what is broken and improve what can be improved. That's pretty obvious for a sequel. They don't want Blizzard to reinvent the wheel or innovate for the sake of innovating.
Now, arguably this is what the UI automations are. But maybe Blizzard's intention really is to compromise by taking a step towards the casual players by making the game easier.
Wraithlin
Profile Joined October 2007
United Kingdom50 Posts
Last Edited: 2008-01-27 21:24:12
January 27 2008 21:06 GMT
#330
Another point.
You could counter many arguments of the anti-MBS arguers by limiting the number of hotkeys

How many hotkeys to you use ? I have heard more than once that many people will not use more than 5/6 hotkeys because they prefer not to have to use both sides of the keyboard if possible.

How many hotkeys are needed to make MBS a problem?
Lets try with PvT:
1) Gates
2) Robotics Facilities
3) Nexus
4) Stargate

4) Goons
5) Reavers
6) Dropships
7) Hightemplars
8) Carriers
9) Probes

That setup would mean you can only produce 1 type of unit from gates or robos, if you wanted to produce a balanced army you would have to sbs or use more hotkeys. What happens if you were limited to 6 hotkeys (about as many as a large number of players would use anyway)? Well the MBS'er would be at a disadvantage to the SBS'er as, not only would he not be able to hotkey all the units in his army, he wouldnt be able to produce a balanced army. And if you were PvZ, we havent tried to hotkey corsairs, zealots, darktemplars.

[e]
HammerD posted everything that is wrong with most (not all) of the anti-mbs posters, they simply dont want any change and therefore are incapable of contributing constructively to a debate on UI improvements.

[ee]
Please do not waste time saying "If you hotkey like that you are a noob", it is suffiecnt to say that, if there are less hotkeys than you would require for optimal hotkeying (which is already true as Testie has gone in print saying he would like MORE hot keys) the MBS'er will have to lose Hotkeys for his army to keep buildings hotkeyed. Immediately using MBS has a disadvantage to help balance out the obvious advantages.
1esu
Profile Joined April 2007
United States303 Posts
Last Edited: 2008-01-27 21:23:42
January 27 2008 21:21 GMT
#331
IMO, there are two major reasons why Blizzard would choose to make UI changes in SC2:

1) Easier controls. It's clear that the vast majority of low-money SC players today heavily use the keyboard, and so it makes sense for Blizzard to want to simplify the keyboard controls so that it's easier to pick up and play with it. MBS, smartcasting, and customizable hotkeys serve the purpose of simplifying the keyboard controls.

2) Reduction of repetitive tasks. It would be difficult to argue that clicking on buildings or ordering each new worker to start mining is inherently fun, as these are tasks that are repetitive and relatively unchanging, thus leading to physical boredom on the part of the player. It's the mental challenges that emerge out of the multitasking demand of having to perform these tasks while dealing with everything else that make macro fun. However, that means that if it's possible to make macromechanical tasks that are dynamic and engaging, there's no reduction in multitasking by reducing the difficulty of completing these repetitive tasks. MBS (in the lategame), automining, and MUS, reduce their respective repetitive tasks. Now, this of course means that Blizzard will have to create new gameplay elements to fill the gap, as shown by warpgates, reactors/tech shops, merc havens, etc. I also gave three other macro-related tasks (mass mining, assisting, and adjacency bonuses) in response to BlackStar's request, to further give an idea of how macro-mechanics can be made more physically and mentally interesting.

Those are the main two reasons, IMO, to implement MBS and the other UI changes. The effects of implementing these changes on the multitasking demand and feedback systems are simply emergent consequences that will have to be designed around. Multitasking is easier to deal with, since either increasing the game speed (either all around or by adding an additional level) or adding new features that require the player's attention to use effectively, or both, will bring the multitasking demand back up to par. MBS's effect on feedback systems is what I'm more worried about, since that's not as easy to work around.


P.S. Incidentally, I saw many anti-MBSers saying that they loved playing Armies of Exigo in its S&G thread; for those who have played it, what did you like or not like about their implementation of MBS?
Unentschieden
Profile Joined August 2007
Germany1471 Posts
January 27 2008 21:31 GMT
#332
On January 28 2008 05:37 BlackStar wrote:
So the more you can remove the physical APM limitation the better. That's why hotkeys are good. MBS does something entirely different.


I agree with you on every point expect that one. What exactly makes Macroing no longer take attention about MBS? Wrathling just made a great post explaining how MBS doesn´t automate production/make it a nonfacor etc...

The art of Macroing is making economic/strategic desicions in the heat of the battle. That is the Multitasking aspect. You do need to change your attention from unit control over to resource management. It just takes less time/keystrokes.


Maybe I missed something. Please explain how MBS removes/eases the mental pressue on the Player(that wants to be effective).


Also please not the the Hotkey issue was just a example to show how a mechanic that makes a game easier to play can also make it more competative. Removing Hotkeys wouldn´t improve the game in any way.
almostfamous
Profile Joined January 2008
United States10 Posts
January 27 2008 21:32 GMT
#333
I would like to address part of the anti-MBS arguement.

I actually just played against the computer in WC3 becuase I wanted to figure something about with MBS.

I tried to play the game in entirety using my hotkeys with buildings to produce all units. So I could focus on micro more, and not have to leave my army. Well, I realized that it isn't feasable to not leave the army once in a while. Either to upgrade, move around my peasants, or check timers on items. Though I could produce units quickly, they still had to walk to my army. On this trip, a myriad of things could happen, between getting attacked by random enemies or creeps. When they made it to my army, they would often be ignored for a while (maybe because I'm not a pro) because they would blend in with the army. Of course they would, they are my units, and they are following my heroes around. It was extreemly difficult to set up new hotkeys while in battle because I had to focus more on the battle at the time than worry about my mistakes in the orginization of my army.

Basically, what I'm trying to say is simple. If MBS is put in the game, even if you can keep up with unit building during the heat of battle while microing the actual battle, there will be a point when those units get to your army, and you must remember to hotkey them into the fold. The same problem I encountered in WC3 would undoubtably be amplified in SC because there are many many more units on the field in SC. So I'm sorry, but the 'you won't have to ever leave your screen' argument is totally moot, it is not feasable. There are not enough hotkeyes to collect all of your unit producing buildings, and it is most certainly not feasable to never leave your army.

Though you could refute this by saying that there are enough lulls in the game that you could remedy your hotkey issues, but that is what seperates the wheat from the chaf in SC, people who can not only multi-task, but multi-task to the point where the computer in a mere extension of their will. A good player will only stop attacking long enough to reset their hotkeys, and I think with MBS, this aspect of the game will actually be closer to perfect than the original is.

Also, to make things clear, I think auto mine is silly, it doesn't take long to do that at all.
Life is short but sweet for certain, so we'll climb on two by two.
Klouvious
Profile Joined January 2008
23 Posts
January 27 2008 21:43 GMT
#334
If you are one of the people that believe that :

Starcraft is at the optimum level of skill


or just :

PERFECT


then you probably don't really want Starcraft II and Starcraft is the perfect game for you. After all any change to something perfect will only make it imperfect.

Maybe you want just a graphical upgrade of Starcraft but even that is debatable.

Anyway, my point is that, althought any opinion is appreciated, very close-minded attitude can only harm the development of a new project such as Starcraft II.

Personally I believe that most of the argumentation against Starcraft II's innovations, when compared to Starcraft, are rooted on either nostalgia or personal benefit.

The nostalgic factor is pretty self-explainable. Most of the current players of Starcraft first played the game at an early age of 10-16, and since thats the age when childhood ignorance and lack of adulthood problems, cynicism, experience and outlook made everything seem more impressing, purer and better.

After all everyone agrees that "back in the old days" :
The grass was greener.
The sunlight was warmer.
People were better.
Men were true men.
Women were true women.
RTS players were true RTS players.
And spiky six-limbed creatures were true furry six-limbed creatures.

Thus Starcraft being one of the first or the RTS game played by most of its current players has been engraved in their memories with the brightest colours. Of course the fact that it was a great game contributed a lot. Childhood memories are some of the fondest humans have and people go in great lengths in order not to dessecrate them. Since Starcraft was connected to them, many people have come to blindly believe that Starcraft is the "perfect" game and actively oppose anything that threatens to alter their vision of it, sometimes even overridding reason and common sence.
HamerD
Profile Blog Joined January 2008
United Kingdom1922 Posts
Last Edited: 2008-01-28 00:17:26
January 28 2008 00:16 GMT
#335
hey guys first off can I just say I think there is a big problem here. People are not seeing that MICRO is FUCKING repetitive! Shoot...run....shoot...spell....run....shoot

that is less interesting than Shoot...run....build depot...run....spell...9g8v7v6t5t....run...shoot!!!!

General Stan I'm not going to respond in kind to your attack but just look at my post on page 16...I already told about how awesome the multitasking and apm effectiveness is.

@ Klouvious I am not a hardcore SC player from age 10, I have just got into it...but I am a big fan of RTS and I could tell just by finding this game that it is THE authority on skill and challenge. It is not a game for noobs to think they are good at.

And WTF. How can that guy possibly state that that the argument has been won about noobs vs pros?

The whole point is that YES there will still be a BIG difference betwixt noobs and pros, BUT the difference will be considerably LESS...just like all the dumbass games now.

Become a top 200 in most games, 1-3 years. Become top 200 in Starcraft, lifetime.

The argument for me is basically leave the game how it is and change things that really suck (very few) and just update the graphics. I personally don't have much of a problem with idle worker and points of players (like aoe3)...but much of the other stuff would just completely ruin what makes starcraft.

The unique thing ABOUT starcraft is the non-MBS. Even if it was by fluke, that is the case.

The optimum level of difficulty...so why the fuck should it be changed? Just make it look nicer, a few more units just like Broodwar, more maps and a better B.net interface. Then fix the pathing issues, DONT fix glitches like vultures squeezing through pylons, and sort it out eh.

I swear next thing people are going to be justifying changing the fucking name to warcraft4...!










"Oh no, we've drawn Judge Schneider" "Is that bad?" "Well, he's had it in for me ever since I kinda ran over his dog" "You did?" "Yeah...if you replace the word *kinda* with *repeatedly*...and the word *dog* with son"
Wraithlin
Profile Joined October 2007
United Kingdom50 Posts
January 28 2008 00:23 GMT
#336
Lack of MBS is no where near unique you dumbass.
If you dont think SC can change for the better then, honestly, GTFO of a discussion about SC2 and just keep playing SCBW.
HamerD
Profile Blog Joined January 2008
United Kingdom1922 Posts
Last Edited: 2008-01-28 00:48:30
January 28 2008 00:45 GMT
#337
Again I'm not going to rise to the petty perjorative verbeillage...I would love for someone to come along and allay my fears about MBS and all that stuff taking over RTS...but in regards to your point:

Lack of MBS is obviously not unique...when the fuck did I say that? Starcraft is unique because it is a UNIQUE combination of GOOD innovations and LUCKY LIMITATIONS. Non-mbs was a limitation and it was lucky that it combined with everything else to make starcraft perfect.

And for you I would suggest GTFO of this discussion if you just want another WC3 but with starcraft GFX.

Clearly starcraft can change for the better...JUST THE WAY BW made it change for the better ie by adding units, smartening things up and giving it a fresh new vibe. Like better graphics and more strats. Not by raping macro potential. Why do you have to change the way the game works? Examples: GTA series, Soul Calibur series, Tekken series, Smash bros, Mario.

You keep the core mechanics of the game (ie supreme macro and micro challenge) and then change the things like the units, the maps, the graphics, the pathing, the group sizes (maybe) and the music (although I expect the music will suck if it's anything like all other RTS games atm...stupid orchestral crap as opposed to genre-defining uber synth funk!)

1euso I like your points
"Oh no, we've drawn Judge Schneider" "Is that bad?" "Well, he's had it in for me ever since I kinda ran over his dog" "You did?" "Yeah...if you replace the word *kinda* with *repeatedly*...and the word *dog* with son"
Wraithlin
Profile Joined October 2007
United Kingdom50 Posts
Last Edited: 2008-01-28 01:25:24
January 28 2008 01:14 GMT
#338
On January 28 2008 09:45 HamerD wrote:
Lack of MBS is obviously not unique...when the fuck did I say that?


You said it here:

On January 28 2008 09:16 HamerD wrote:
The unique thing ABOUT starcraft is the non-MBS. Even if it was by fluke, that is the case.



Now how is MBS "rapeing macro potential".
MBS does not eliminate a single player controlled event, it only reduces the APM requires to carry causes these events. It is not in any way reducing the amount of macro (defined here, by anti-mbs people, as multitasking), only the amount of keystrokes required to achieve that macro. Show me a single event that is automated by MBS (unlike automine which I am against).

0xDEADBEEF
Profile Joined September 2007
Germany1235 Posts
Last Edited: 2008-01-28 01:36:15
January 28 2008 01:30 GMT
#339
(Long post here, if you don't want to read it all just read the last three paragraphs)


On January 28 2008 09:16 HamerD wrote:
Become a top 200 in most games, 1-3 years. Become top 200 in Starcraft, lifetime.


I think this is primarily the case because of the Korean pro scene, and only because of this scene.
Most games, even WC3, don't really have a reachable skill ceiling. There's always room for improvement. The important factor is how dedicated gamers are to reach this ceiling, how much they do train, and how hard the competition is.
Look at Starcraft progaming 5 years ago. From today's standpoint, all these players would be considered noobs. Many players back then already started leaving and playing other games because they thought SC was boring, overplayed, and that there's nothing more to learn. But they were wrong. New maps appeared. APM became important (just name one of today's pros with less than 200 APM - you can't). Players became even better. Some players reach 500-600 APM. Games where both pros play safe and give their best turn into a 30-40 minute macro war.
The Korean pro scene basically showed the whole world what was possible in SC and what still is possible. No other gamers are as dedicated, hardcore and crazy as them. If this scene wasn't there, SC would probably have died when WC3 was released. But that isn't the case. People can see what is possible, people can see what they have to train for. People want to become as good as them.

So, independent of MBS or the game itself: if there's such an active and hardcore crowd in one country, then this game is being kept alive and skill will continue to evolve.
If the Korean scene doesn't switch over to SC2, it may die within a few years. No one will know how good a player can become. The best players will think they have already reached the skill ceiling. The game will become boring. But MBS was not the problem.

Other games simply don't have such a big player base and don't have such elite gamers who are constantly striving to become better because it's their job and their money depends on it. Because they are true pro gamers. No one else has the time or dedication necessary to become that good. That's why the skill gap is so high. Not because only SBS can allow such a thing, but because these players are so dedicated.
In other games, there are only a few or no gamers at all who are so crazy. That's why these games seem to be "solved".

I think that MBS will be a relative non-issue in pro vs pro play, as it will merely allow players to micro better and use more diverse strategies which might not be viable otherwise.
But it will make the game much more enjoyable for casual and average gamers, who represent the majority of all players. These players will then be able to use more strategies, and use a more varied unit mix instead of constantly having to worry about how hard it is to move their 36 M&M.
Maybe Protoss will not be the "noob race" anymore. In SC1, Protoss is the easiest race to play. On pro level it becomes hard though because you need very good timing, the right unit mix and you have to take care not to waste too many of your units. But on low levels, they are the easiest race because you don't need as much APM respectively your mechanics can be worse.
One benefit MBS might bring is that Terran and Zerg might become just as easy to play. Protoss might not dominate the lower skill regions anymore. A good thing.
Aren't most top foreigners Protoss, too? And almost no one is Terran? If that's true, things like MBS could change that.

The short-term success of SC2 will only depend on how big the player base is (MBS should be in, or many casual players will think the game sucks), and the long-term success will depend on whether the Korean pro scene switches to SC2 or not. I hope they do.

One other aspect one has to take into consideration is the generation of players.
The majority of all SC1 players won't play SC2, or at least won't play it as competitively anymore. Because they are "old", have jobs or are studying, family, and not so much time anymore.
SC2 is for the newer generation. Those who are 10-20 years old right now. This generation grew up with different games than us. They expect certain features in the game (like MBS), because all other games have them too, whether the games suck or not. Blizzard will have to go with the flow or risk producing a huge flop. And if there's almost no new players, the game will die, even if it's the most competitive game ever. It will just die.

In any case. We need a new SC, and we need changes that come with it. Fundamental changes, like MBS. We need a new game, and we should be open-minded for things like MBS.
I want a significantly different gameplay, or else I could just continue playing SC1. But I won't do that. I'm bored of it. I'm bored of the repetitive macro tasks. Give me something new.

Blizzard has a lot of money, they can easily have a long development time, they can easily try out fundamental changes and balance them. They can hire progamers for testing. If MBS should turn out to suck, they could just add some gameplay aspects. Or they could just simply make the game slightly faster. This would totally solve all problems (if there are any).
For example, they could introduce a third resource, or more terrain features which affect your units.
Things like that could make the game more complex, so that a possible negative impact of MBS would be balanced out or made irrelevant.
Make controls easier, but in return make the game more complex. That's all they would have to do if MBS turns out to be a problem. That would be the most intelligent solution, if you ask me. Everyone would win, the noobs and the pros. Everyone would have a fundamental new game, not just "yet another expansion pack".


----------------------------
Whew, huge post. I'm sorry if it's not well structured or anything. I just wrote what came to my mind while writing it.
HamerD
Profile Blog Joined January 2008
United Kingdom1922 Posts
Last Edited: 2008-01-28 01:44:42
January 28 2008 01:41 GMT
#340
On January 28 2008 10:14 Wraithlin wrote:
Show nested quote +
On January 28 2008 09:45 HamerD wrote:
Lack of MBS is obviously not unique...when the fuck did I say that?


You said it here:
Show nested quote +

On January 28 2008 09:16 HamerD wrote:
The unique thing ABOUT starcraft is the non-MBS. Even if it was by fluke, that is the case.



Now how is MBS "rapeing macro potential".
MBS does not eliminate a single player controlled event, it only reduces the APM requires to carry causes these events. It is not in any way reducing the amount of macro (defined here, by anti-mbs people, as multitasking), only the amount of keystrokes required to achieve that macro. Show me a single event that is automated by MBS (unlike automine which I am against).



Ok you pwnt me there buddy! Sorry for that little cock-up. I'm a tard for that . My opinion is that various things were flukey or skillful that led to SC being mostly perfect from a gameplay aspect. There are parts of SC which are better than its contemporaries and parts which are better than current games. Not having MBS is a part of its unique character, it is not the reason for it having a unique character imo.

Clearly MBS removes some macro and multitasking. The whole point of having 10 factories littered around 3 expos is made SO much harder without MBS that it almost boggles the mind to think that the multitasking involved isn't harder?! The clicking issue is something I already talked about, there is much more clicking involved in micro than in macro ANYWAY. It's the fact that you have to shift+F2 etc to get a really good macro going, you have to get up your multitasking by remembering where to go and what to click on, not actually by clicking because clicking is everywhere in the game and it's obvious.

You don't click any less if you remove macro, you just get less diverse opportunities to click, because you have to clicky clicky JUST military micro. Like I said before

shoot....move....shoot....press 4v5t...spell...retreat...shoot

imo is lamer than

shoot...move...look at base...click 4 buildings and press v...find other factory....make tank...shoot...move....retreat...find rax and starports...spell
"Oh no, we've drawn Judge Schneider" "Is that bad?" "Well, he's had it in for me ever since I kinda ran over his dog" "You did?" "Yeah...if you replace the word *kinda* with *repeatedly*...and the word *dog* with son"
KoveN-
Profile Joined October 2004
Australia503 Posts
January 28 2008 01:53 GMT
#341
On January 28 2008 10:14 Wraithlin wrote:
Show nested quote +
On January 28 2008 09:45 HamerD wrote:
Lack of MBS is obviously not unique...when the fuck did I say that?


You said it here:
Show nested quote +

On January 28 2008 09:16 HamerD wrote:
The unique thing ABOUT starcraft is the non-MBS. Even if it was by fluke, that is the case.



Now how is MBS "rapeing macro potential".
MBS does not eliminate a single player controlled event, it only reduces the APM requires to carry causes these events. It is not in any way reducing the amount of macro (defined here, by anti-mbs people, as multitasking), only the amount of keystrokes required to achieve that macro. Show me a single event that is automated by MBS (unlike automine which I am against).



Very simple. The commodity the anti-MBS'ers are talking about in regards to macro is TIME. Where does this time go that you would have spent going 5bz6bz7bz8bh9bh? To other things of course. Essentially you are removing a part of the game so by the laws of time you're gonna have to transfer this time into something else. It is our fear that Blizzard are trying to replace this 5bz6bz7bz8bh9bh with micro, making it more WC3esque.

Automine does the same thing, it removes TIME spent moving those workers so what do you do with the left over time? Well you can't macro because that takes all but 0.5 seconds now so probably micro.

MBS does not make the game faster all it does is remove the time spent going 5bz6bz7bz8bh9bh, which by the looks of things is going to be used for micro.
HamerD
Profile Blog Joined January 2008
United Kingdom1922 Posts
Last Edited: 2008-01-28 02:16:12
January 28 2008 02:10 GMT
#342
And deadbeef that was a good post I just think that adding new resource and units and maps would be good without adding mbs.

@ koven yeah that's my thoughts exactly!
"Oh no, we've drawn Judge Schneider" "Is that bad?" "Well, he's had it in for me ever since I kinda ran over his dog" "You did?" "Yeah...if you replace the word *kinda* with *repeatedly*...and the word *dog* with son"
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
January 28 2008 02:42 GMT
#343
My bad Hamer, I didn't see your earlier post. You're an okay poster after all, with a reasonable objection to MBS. Can you forgive me?

Real reason I'm against MBS. Watch Sea v Darkelf at the Proleague Semis. After a game of starcraft both players are sweating! It really is hard work, and if you play harder you win. MIcroing better is good, so is strategically outhinking, but one of the hallmarks of Starcraft in my mind is that you can win games just by playing harder. I fail to see where that is possible with MBS, since the reptition of button pressing is a requirement to get that sort of intensity.

Unlimited Unit selection has to be there, though. I get really sick of watching pros fumble trying to move midgame armies around, not to mention how stilted late-game battles can become.
¯\_(ツ)_/¯
HamerD
Profile Blog Joined January 2008
United Kingdom1922 Posts
January 28 2008 03:12 GMT
#344
Ah, now that is a good point. I get sick of that too.

Thanks for saying your bad .

I definitely share your opinion. It is the variety of ways you can win that makes starcraft amazing (well among other things). I think that playing harder is less impressive than playing intelligently, but I respect the skill of players who can play hard with shockingly good macro like nada or stupid apm like jaedong.

By the way another thing I think people have overlooked is that fakes, feints and flanks will be EASIER to read and intercept if you make macro easier and therefore multitasking easier. The whole reason why a great drop or a clever fake is good is that the mental aspect of pressure and confusion actually works so well because of the fact that players are already pushed to their limit just macroing and microing! I think the easier you make macro, then the less susceptible people will be to confusion and interruption, therefore the less you will see these brilliant strategies.

"Oh no, we've drawn Judge Schneider" "Is that bad?" "Well, he's had it in for me ever since I kinda ran over his dog" "You did?" "Yeah...if you replace the word *kinda* with *repeatedly*...and the word *dog* with son"
0xDEADBEEF
Profile Joined September 2007
Germany1235 Posts
January 28 2008 03:42 GMT
#345
TBH I could perfectly live with SBS for unit production, if the following features are in at least:
1. More hotkeys
2. Customizeable hotkeys. This is really extremely important.
3. "Unlimited" unit selection. Or at least a higher limit. It's also just plain tedious, and I see no sense in having a hard time to simply move your units around the map. It basically forces you to have like 10-20 more APM than the game would actually require. Just a stupid obstacle, especially with Zerglings. Also one reason why Protoss is easier: they have fewer units.
4. MBS for setting a rally point. Because it's just tedious, too.
5. MBS for defensive structures like cannons, allowing you to focus fire on one target. This enhances tactics, as it encourages players to manually control their defenses. They invest time and are rewarded with a more effective defense. In other words: it would allow micro for static defense too, not just your mobile units. Good players could build less static defense but control them well, newbs could just build more instead of doing manual targeting. Yes, any form of micro is hard for newbs.

That would already be a sufficient improvement in my opinion. The player would still be forced to switch to his base for producing units every few seconds.
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
Last Edited: 2008-01-28 04:03:00
January 28 2008 04:01 GMT
#346
I agree with all your suggestions BEEF. The only problem I really have a problem with is grouped MBS. I think maybe drag selection MBS could work, so MBS production would still require back to base and some dexterity to get a proper unit mix. Be rallying with MBS would really be an improvement

EDIT: Does anybody else here feel like we're getting somewhere? I feel like in the bast 2 or 3 pages there has been much less vitriol and much more reasoned discussion. I think I like it
¯\_(ツ)_/¯
BlackSphinx
Profile Joined November 2007
Canada317 Posts
Last Edited: 2008-01-28 07:07:21
January 28 2008 07:05 GMT
#347
On January 28 2008 13:01 GeneralStan wrote:
EDIT: Does anybody else here feel like we're getting somewhere? I feel like in the bast 2 or 3 pages there has been much less vitriol and much more reasoned discussion. I think I like it


Well, it's nice.

However, there is still some vitriol, and much of what has been discussed has already been discussed at large.

I think that really, we'll need to see the game to go forward on that discussion. I think discussing a mechanic is completely meaningless without seeing the context in which it is used.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
January 28 2008 07:26 GMT
#348
On January 28 2008 10:53 KoveN- wrote:

Very simple. The commodity the anti-MBS'ers are talking about in regards to macro is TIME. Where does this time go that you would have spent going 5bz6bz7bz8bh9bh? To other things of course. Essentially you are removing a part of the game so by the laws of time you're gonna have to transfer this time into something else. It is our fear that Blizzard are trying to replace this 5bz6bz7bz8bh9bh with micro, making it more WC3esque.


Please take a look at the games. How much time ARE competative players spending on Macro? The ones suffereing from mental pressue due to the mechanical needs for Macro are "newbs". It is even scientifically proven that the act of macroing is switching from motoric to the strategic parts of the brain. Therefore, after getting the necessary muscle memory buying units in the heat of the battle is merely a reflex.

HamerD wrote:

shoot....move....shoot....press 4v5t...spell...retreat...shoot

imo is lamer than

shoot...move...look at base...click 4 buildings and press v...find other factory....make tank...shoot...move....retreat...find rax and starports...spell


SO TRUE. But the above is exactly what professionals do. You just have to include a lot more mouse movement and repeatative hotkey mashing on the "press 4v5t part". The second is the behavior of new players. Show me a current pro-vod indicating otherwise.

When a competative player moves to his base to buy units he already knows what he needs. He spends less than a second, not even looking at the buildings, to order the units.


TL:DR
New players performance would improve a lot due to MBS making it easier and more enjoyable for them.
Professionals would be just as fast, MBS doesn´t change competative games. Please refer to Wrathlings great post on the actuall effect of MBS a bit earlier.
Meh
Profile Joined January 2008
Sweden458 Posts
January 28 2008 07:28 GMT
#349
The MBS/automine discussion is interesting enough that even my nihilistic ass decided to try to logically prove that I know better than other people

Please note, my SC1 skills are constantly and fairly ranked as D- at iccup theabyss, and my average win ratio is about 1/10. Short version is yes, I am a goddamned noob, even though I've played starcraft and BW on and off for short to very long periods since it came out. I'm the casual player incarnate.

This being said, I watch more VODS and replays than play myself. Starcraft has great spectator value. And let's face it, there would probably be little difference in pro replays if they got MBS. Even mid-battle, they need only take one second away from the field to their base to queue up new units. Their POV rarely stays for more than 2 seconds on a single spot anyway. Thusly, MBS would not hurt the spectator value. It would probably put more importance on micro, the nuances of which is the most fun part of any replay to me.

Play-wise, MBS would make less people suck. More challenge in the game, forcing players to win on other merits than being able to do the same thing over and over and over every twenty seconds throughout a game that can span up to and hour. There was a good point made that a pro or semi-pro should not have to spend half an hour bleeding a noob to death, and that is valid. But in my opinion, the difference between pro and noob should not be about the ability to race through tedious things like single-selecting gateway after gateway over and over. The way I see it, Blizzard should implement MBS in Starcraft2, but see to it that there are other things to pay attention to, which would separate noobs from pros. What those things should be, I'll let them find out, I'm no game-developer, but things like greater strategic depth, more elaborate tech-trees and abilities and the increased promotion of fighting on several fronts at a time comes to mind, something that would require a crapload of APM. But Starcraft2 should not require an artificial layer of tedium as a requirement to play well. Rape me, rape me hard, but not because you click buildings faster than me and can endure doing it over and over again.

Now about the automine issue: don't implement automine. Is there anyone who is actually pro-automine?
"Difficult task balancing! So I will continue to gaebaljin gemhamyeo balancing. But we are exceptional talent!" - Blizzard
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
January 28 2008 18:51 GMT
#350
Add a "Idle factory/rax/starport/CC" button, one for each, and make ctrl + that button mass rally all of those to the selected location. Could even make the camera center on the building just like most idle worker buttons do.

That way, nothing would change for pro's, but a lot would change for noobs. And really, who liked to set rally points?
_PulSe_
Profile Joined August 2006
United States541 Posts
January 28 2008 19:32 GMT
#351
On January 28 2008 12:12 HamerD wrote:
Ah, now that is a good point. I get sick of that too.

Thanks for saying your bad .

I definitely share your opinion. It is the variety of ways you can win that makes starcraft amazing (well among other things). I think that playing harder is less impressive than playing intelligently, but I respect the skill of players who can play hard with shockingly good macro like nada or stupid apm like jaedong.

By the way another thing I think people have overlooked is that fakes, feints and flanks will be EASIER to read and intercept if you make macro easier and therefore multitasking easier. The whole reason why a great drop or a clever fake is good is that the mental aspect of pressure and confusion actually works so well because of the fact that players are already pushed to their limit just macroing and microing! I think the easier you make macro, then the less susceptible people will be to confusion and interruption, therefore the less you will see these brilliant strategies.


I agree with everything you say. I just have to clear something up. Yes it is more impressive for someone to play intelligently and using skill but that is like comparing Allen Iverson with Shaq. Both are extremely talented athletes but have completely different playing styles. Iverson with the skill making him extremely fun and amazing to watch and Shaq with the pure athletic build for the game making him less exciting but still extremely effective. This is why i believe Macro should be implemented. I know it sounds awesome if all games had boxer like micro skill but for a sport it would get mundane and boxer like skill would be normal thus would not be extraordinary ...... if you followed that last part thanks for sticking with it lol
Its not that Im lazy. Its that I just dont care.
Meh
Profile Joined January 2008
Sweden458 Posts
January 28 2008 19:39 GMT
#352
On January 29 2008 04:32 _PulSe_ wrote:
Show nested quote +
On January 28 2008 12:12 HamerD wrote:
Ah, now that is a good point. I get sick of that too.

Thanks for saying your bad .

I definitely share your opinion. It is the variety of ways you can win that makes starcraft amazing (well among other things). I think that playing harder is less impressive than playing intelligently, but I respect the skill of players who can play hard with shockingly good macro like nada or stupid apm like jaedong.

By the way another thing I think people have overlooked is that fakes, feints and flanks will be EASIER to read and intercept if you make macro easier and therefore multitasking easier. The whole reason why a great drop or a clever fake is good is that the mental aspect of pressure and confusion actually works so well because of the fact that players are already pushed to their limit just macroing and microing! I think the easier you make macro, then the less susceptible people will be to confusion and interruption, therefore the less you will see these brilliant strategies.


I agree with everything you say. I just have to clear something up. Yes it is more impressive for someone to play intelligently and using skill but that is like comparing Allen Iverson with Shaq. Both are extremely talented athletes but have completely different playing styles. Iverson with the skill making him extremely fun and amazing to watch and Shaq with the pure athletic build for the game making him less exciting but still extremely effective. This is why i believe Macro should be implemented. I know it sounds awesome if all games had boxer like micro skill but for a sport it would get mundane and boxer like skill would be normal thus would not be extraordinary ...... if you followed that last part thanks for sticking with it lol


Which is why the importance of macro should in no way be diminished compared to micro, but simply shift a mundane dynamic of macro into something else. Implement MBS, but don't stop there. Give us something else to fill the gap, something less mind-numbing but equally demanding.
"Difficult task balancing! So I will continue to gaebaljin gemhamyeo balancing. But we are exceptional talent!" - Blizzard
Unentschieden
Profile Joined August 2007
Germany1471 Posts
January 28 2008 19:40 GMT
#353
Didn´t we get over this already?

MBS does not remove Macro.


Please don´t argue that it does. Read the last 3 pages of this thread. Unless you want us to repeat the whole arguing from 0. Again.
Aphelion
Profile Blog Joined December 2005
United States2720 Posts
January 28 2008 19:55 GMT
#354
On January 29 2008 04:40 Unentschieden wrote:
Didn´t we get over this already?

MBS does not remove Macro.


Please don´t argue that it does. Read the last 3 pages of this thread. Unless you want us to repeat the whole arguing from 0. Again.



Wrong.
But Garimto was always more than just a Protoss...
Unentschieden
Profile Joined August 2007
Germany1471 Posts
January 28 2008 20:31 GMT
#355
On January 29 2008 04:55 Aphelion wrote:
Show nested quote +
On January 29 2008 04:40 Unentschieden wrote:
Didn´t we get over this already?

MBS does not remove Macro.


Please don´t argue that it does. Read the last 3 pages of this thread. Unless you want us to repeat the whole arguing from 0. Again.



Wrong.


Yeah single word replies truly help the discussion. My gripe with his post is that he simply claims that MBS would remove Macro entirely like it were a fact. He doesn´t even feel like giving reasons. We had lots of reasons for the contrary!

Take this one for example:

On January 28 2008 06:06 Wraithlin wrote:
Another point.
You could counter many arguments of the anti-MBS arguers by limiting the number of hotkeys

How many hotkeys to you use ? I have heard more than once that many people will not use more than 5/6 hotkeys because they prefer not to have to use both sides of the keyboard if possible.

How many hotkeys are needed to make MBS a problem?
Lets try with PvT:
1) Gates
2) Robotics Facilities
3) Nexus
4) Stargate

4) Goons
5) Reavers
6) Dropships
7) Hightemplars
8) Carriers
9) Probes

That setup would mean you can only produce 1 type of unit from gates or robos, if you wanted to produce a balanced army you would have to sbs or use more hotkeys. What happens if you were limited to 6 hotkeys (about as many as a large number of players would use anyway)? Well the MBS'er would be at a disadvantage to the SBS'er as, not only would he not be able to hotkey all the units in his army, he wouldnt be able to produce a balanced army. And if you were PvZ, we havent tried to hotkey corsairs, zealots, darktemplars.

[e]
HammerD posted everything that is wrong with most (not all) of the anti-mbs posters, they simply dont want any change and therefore are incapable of contributing constructively to a debate on UI improvements.

[ee]
Please do not waste time saying "If you hotkey like that you are a noob", it is suffiecnt to say that, if there are less hotkeys than you would require for optimal hotkeying (which is already true as Testie has gone in print saying he would like MORE hot keys) the MBS'er will have to lose Hotkeys for his army to keep buildings hotkeyed. Immediately using MBS has a disadvantage to help balance out the obvious advantages.


It is no wonder that the discussion doesn´t progress if some people simply ignore statements that they don´t like!
Aphelion
Profile Blog Joined December 2005
United States2720 Posts
January 29 2008 00:03 GMT
#356
That argument is fucking retarded. Who the hell uses that hotkey setup? There is no situation in the game you have to hotkey reavers, shuttles (separately!) carriers, and probes(!!!!).

Your "arguments" have usually be completely debunked threads ago or are so bad that they betray your complete ignorance of this game. We have no reason to take them seriously. Not all arguments are egalitarian here. If you have no knowledge of the game then your arguments will be treated as such.
But Garimto was always more than just a Protoss...
Meh
Profile Joined January 2008
Sweden458 Posts
Last Edited: 2008-01-29 00:49:32
January 29 2008 00:48 GMT
#357
Of all the UI improvements that appear to be coming with SC2, MBS is hardly the thing that will "noobify" the most. MBS will mean a 2 second job cut into a 1 second job for pros, and a 5 second job cut into a 2 second job for the mediocre. It will have an impact on the overall skill required to handle unit production; it will be lowered. Whether that impact will be at all significant compared to knowing when to exp, when to make new pylons/depots/lords and when to make new unit production facilities I'll not elaborate on.

But really, compare MBS to being able to select more than ten times the 12 units of SC1 (call me on this if they changed it, haven't seen anything myself). Macrowise, not having to keep track of 4 hotkeys worth of units and steer them along while simultaneously managing your bases would leave you with lots of extra time, yeah? The micro aspect is obvious, so macro is not the only thing the new UI will hurt.

Units with abilities will now, last I heard anyway, not all cast when given the command, but rather do it the wc3 way and take turns. In other words, storming with a dozen templars on one hotkey just became ridiculously easy, another blow to micro. Time otherwise spent keeping track of your templars would also give more time for macro, making it easier.

Bit of a muddy post, but my point is, of all the things to come, surely MBS will not be the thing that might ruin Starcraft2. Of all the things that might get implemented, MBS seem the least "noobifying" to me.

If I had my way, I'd say yes to MBS (and I would be fine with it if groups of buildings could not be hotkeyed), no to the increased unit cap (or at least no higher than 16-20 units), and no to the group-single-casting. Single selection of buildings is one of the things that are simply not fun about Starcraft1. Microing your army and casters is.
"Difficult task balancing! So I will continue to gaebaljin gemhamyeo balancing. But we are exceptional talent!" - Blizzard
Wraithlin
Profile Joined October 2007
United Kingdom50 Posts
Last Edited: 2008-01-29 01:22:54
January 29 2008 01:00 GMT
#358
On January 29 2008 09:03 Aphelion wrote:
That argument is fucking retarded. Who the hell uses that hotkey setup? There is no situation in the game you have to hotkey reavers, shuttles (separately!) carriers, and probes(!!!!).

Your "arguments" have usually be completely debunked threads ago or are so bad that they betray your complete ignorance of this game. We have no reason to take them seriously. Not all arguments are egalitarian here. If you have no knowledge of the game then your arguments will be treated as such.


Congratulations on not reading to the end.
I specifically said, what matters is not how the hotkeys are set up, merely that there are less hotkeys than you want so that you have to decide wether to hotkey your army or your production buildings. In this sense having larger cotrol groups would have more of an impact than MBS.

Infact I had replied to/countered your post before you even made it.

Here's another argument for you, simply being good at playing a game doesnt make you qualified to make games. Infact I would bet the people who made starcraft would be ignored as noobs if they posted on here because of their ability to play the very game they made.
Phyre
Profile Blog Joined December 2006
United States1288 Posts
Last Edited: 2008-01-29 05:32:29
January 29 2008 05:31 GMT
#359
Didn't read everything, just read a few pages and saw someone make the analogy about old school FPS games taking more skill than new school FPS games due to mouse aim. First thing that came to my mind was this:

How many people still play FPS games that don't support mouse look? Practically none, at least competitively. As far as I know there was no outcry about the new games "noobifying" the game. Now how many people still play Starcraft despite it's non-MBS UI and the existence of hundreds of newer, prettier, RTS games with very "smart" UIs? Tons of people still play Starcraft with it's older UI and many regard it as the only true "perfect" RTS game or at least the closest.

In both cases, the gaming community voted what they wanted with their participation. The days of non-mouse look FPS games are long gone but Starcraft is still alive and well. Better than simply "well", we joke about Starcraft being the national sport of an entire country. How many other video games can boast this? Very few. No other RTS and very few other games can claim the immortality that Starcraft can so Blizzard would do well to examine it closely for what makes it special.
"Oh no, I got you with your pants... on your face... That's not how you wear pants." - Nintu, catching 1 hatch lurks.
Meh
Profile Joined January 2008
Sweden458 Posts
January 29 2008 07:53 GMT
#360
It's hard to stay good in a corrupt world... Has this discussion become so exhausted that input of this caliber is all that's left?

New angle to keep the ball rolling: between MBS, automine, unlimited unit selection and the complete removal of skill required to manage a group of casters, which is the greatest evil? If all but one were to be implemented, which would you have excluded?
"Difficult task balancing! So I will continue to gaebaljin gemhamyeo balancing. But we are exceptional talent!" - Blizzard
BlackSphinx
Profile Joined November 2007
Canada317 Posts
January 29 2008 09:58 GMT
#361
On January 28 2008 11:42 GeneralStan wrote:
My bad Hamer, I didn't see your earlier post. You're an okay poster after all, with a reasonable objection to MBS. Can you forgive me?

Real reason I'm against MBS. Watch Sea v Darkelf at the Proleague Semis. After a game of starcraft both players are sweating! It really is hard work, and if you play harder you win. MIcroing better is good, so is strategically outhinking, but one of the hallmarks of Starcraft in my mind is that you can win games just by playing harder. I fail to see where that is possible with MBS, since the reptition of button pressing is a requirement to get that sort of intensity.

Unlimited Unit selection has to be there, though. I get really sick of watching pros fumble trying to move midgame armies around, not to mention how stilted late-game battles can become.


I've seen people sweat playing WC3 live too.
Fen
Profile Blog Joined June 2006
Australia1848 Posts
Last Edited: 2008-01-29 11:06:06
January 29 2008 11:05 GMT
#362
On January 29 2008 18:58 BlackSphinx wrote:
Show nested quote +
On January 28 2008 11:42 GeneralStan wrote:
My bad Hamer, I didn't see your earlier post. You're an okay poster after all, with a reasonable objection to MBS. Can you forgive me?

Real reason I'm against MBS. Watch Sea v Darkelf at the Proleague Semis. After a game of starcraft both players are sweating! It really is hard work, and if you play harder you win. MIcroing better is good, so is strategically outhinking, but one of the hallmarks of Starcraft in my mind is that you can win games just by playing harder. I fail to see where that is possible with MBS, since the reptition of button pressing is a requirement to get that sort of intensity.

Unlimited Unit selection has to be there, though. I get really sick of watching pros fumble trying to move midgame armies around, not to mention how stilted late-game battles can become.


I've seen people sweat playing WC3 live too.


I think if I was sitting up on stage, with millions of people watching me, representing my team in the semi finals of a massive tournament worth a LOT of money, I'd be sweating to.

As for the argument.

Its been pointed out before, and im going to point it out again. Time is a resource. A resource that starcraft has balanced out very well. You get into a fight, do you storm his troops, or try to micro your goons? You may not have time to do both, youve got a choice to make and it is that choice, along with how well you execute that choice that determines whether or not your a good player.

The same situation occurs with macro. You get into a fight. You have units that need microing and buildings that need macroing. You have to make a decision, you dont have time to do both. You have to sacrifice some things for others. Add MBS to this mix, and your choice is simple. Do both. Youve effectively destroying a massive area of RTS strategical thinking. Where is my attention required the most? Sometimes there will be a clearcut correct answer, sometimes there will be multiple options, with different people having different responses depending on their playstyle. An important part of starcraft was that your choices were very diverse. The diversities of choices allowed for different playstyles to develop, and also for strategy to evolve.

Unentschieden
Profile Joined August 2007
Germany1471 Posts
January 29 2008 11:48 GMT
#363
MBS does NOT allow you to do both equally good. Thats exactly why I refer to Wrathlings post so often.
MBS removing Macro is debatable, that it makes it less frustrating/easier is not. If you look closely you will notice that Blizzard has added new Macroing aspects into the game already.

Protoss warp-in requires your production buildings to transform - that neesd attention. And depending how much Blizzard feels like it might even break hotkeys. Also there is the issue of the moving Cannons.

Terrans have to fly their buildings between the addons, also deciding what to scrap when is important for effective play.


Yes Blizzard should look what made SC good. That is the amazing balance between the completely different races. Anything else comes after that. Balance between Micro and Macro is nice but a community direction, look at competative games 5 years ago. That is not entirely Blizzards issue especially since Maps play a big role there.
InterWill
Profile Joined September 2007
Sweden117 Posts
January 29 2008 12:49 GMT
#364
One could surely argue that the problem with not incorporating MBS is that some players would see that as a way of adding complexity to the game for the sake of complexity.

In fact, many arguments in this very thread use a kind of backward logic for justifying their dislike for MBS. "The interface should be hard to master, because it's good if it's hard to master." While this, in the grand scheme of things, could be what's "best" for the competitive game, it will surely make parts of the player base suspect that some of the lack of additions and refinements to the interface could be explained by a need to make the interface hard for the sake of making it hard (and rightfully so). This in turn, will make this part of the player base feel that they are fighting the UI more than they should have to, had the designers found other, more meaningful, ways of adding complexity to the game.

Indeed, this problem seems to be what Blizzard trying to solve with the new concepts for Terrans and Protoss. With the increased importance of Addons for the Terrans, they have begun exploring tactics of increasing complexity for the advanced players, while simultaneously catering to newcomers with additions like MBS. Same could be said about the Protoss new warp-in technology. Granted, neither of these things in their current form add enough complexity to the game to offset the macro that was lost - but they do hint at some potential.

Blizzard has always had the mantra "a minute to learn, a lifetime to master", and they seem to be aiming at enhancing this in StarCraft 2. With refinements to the UI, they are aiming to lower the barrier of entry for newcomers, while the addition of complexity for advanced players will try to insure that the game remains "hard" enough for the competitive scene.
Fen
Profile Blog Joined June 2006
Australia1848 Posts
January 29 2008 12:59 GMT
#365
On January 29 2008 20:48 Unentschieden wrote:
MBS does NOT allow you to do both equally good. Thats exactly why I refer to Wrathlings post so often.
MBS removing Macro is debatable, that it makes it less frustrating/easier is not. If you look closely you will notice that Blizzard has added new Macroing aspects into the game already.

Protoss warp-in requires your production buildings to transform - that neesd attention. And depending how much Blizzard feels like it might even break hotkeys. Also there is the issue of the moving Cannons.

Terrans have to fly their buildings between the addons, also deciding what to scrap when is important for effective play.


Yes Blizzard should look what made SC good. That is the amazing balance between the completely different races. Anything else comes after that. Balance between Micro and Macro is nice but a community direction, look at competative games 5 years ago. That is not entirely Blizzards issue especially since Maps play a big role there.


Sigh, It seems that your deluding yourself just to justify your opinion. These features will help, but will not come close to what is going to be lost with MBS and Automine. MBS DOES allow you to do both, it takes almost no time and no attention to hit 6m throughout a battle.

As for macro not being important for spectators, havent you watched a game where armies clash, most units die, then the observer looks towards the remaining armies only to see one guy already pushing forward with a new group of troops. The crowds love that, and that is the essence of macro.
Wraithlin
Profile Joined October 2007
United Kingdom50 Posts
January 29 2008 14:18 GMT
#366
Macro isnt hitting 6m.
Macro is remebering to hit 6m while focusing on your army, building a new command center, directing the newly built units, scanning the enemy base and building a new upgrade. Macro is multitasking, not hitting buttons fast (this is the argument of the anti-mbs not the pro-mbs), therefore it doesnt matter if you hit 6m or 1m2m3m4m5m6m, what matters is that you had to stop what you were doing to build units.

If you want to argue about time you are back to arguing that macro is nothing more than how fast you can hit 1m2m3m4m5m6m.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
January 29 2008 14:21 GMT
#367
On January 29 2008 21:59 Fen wrote:
Show nested quote +
On January 29 2008 20:48 Unentschieden wrote:
MBS does NOT allow you to do both equally good. Thats exactly why I refer to Wrathlings post so often.
MBS removing Macro is debatable, that it makes it less frustrating/easier is not. If you look closely you will notice that Blizzard has added new Macroing aspects into the game already.

Protoss warp-in requires your production buildings to transform - that neesd attention. And depending how much Blizzard feels like it might even break hotkeys. Also there is the issue of the moving Cannons.

Terrans have to fly their buildings between the addons, also deciding what to scrap when is important for effective play.


Yes Blizzard should look what made SC good. That is the amazing balance between the completely different races. Anything else comes after that. Balance between Micro and Macro is nice but a community direction, look at competative games 5 years ago. That is not entirely Blizzards issue especially since Maps play a big role there.


Sigh, It seems that your deluding yourself just to justify your opinion. These features will help, but will not come close to what is going to be lost with MBS and Automine. MBS DOES allow you to do both, it takes almost no time and no attention to hit 6m throughout a battle.


I don´t demand that you agree with MBS but you should at least discuss it. Thats what the [D] means. You don´t give any reasons why MBS would destroy Macroing.

You said: "These features will help, but will not come close to what is going to be lost with MBS and Automine." WHY? and here: "MBS DOES allow you to do both, it takes almost no time and no attention to hit 6m throughout a battle." You still have not shown any flaws in Wrathlings post about Hotkey/MBS interaction outside of "delusion".

Hitting a hotkey during the battle is easy shure and hardly takes time. But you need to remember the context. Even with MBS it takes more than that.
You need to have hotkeyed exactly the number of buildings you need at the right position (unless all your production is in your starting base).
If you have 5 Barracks on the Hotkey but want 2 Marines (example!) you have a problem. Also there is no automatic production so you have to spend the same ammount of attention on production as before - you just can do it faster IF you predicted your needs correctly.

On January 29 2008 21:59 Fen wrote:
As for macro not being important for spectators, havent you watched a game where armies clash, most units die, then the observer looks towards the remaining armies only to see one guy already pushing forward with a new group of troops. The crowds love that, and that is the essence of macro.


You state the obvious and make it sound as if I said something different. I never argued anything about spectators.


Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
Last Edited: 2008-01-29 18:56:45
January 29 2008 18:53 GMT
#368
On January 29 2008 14:31 Phyre wrote:
Didn't read everything, just read a few pages and saw someone make the analogy about old school FPS games taking more skill than new school FPS games due to mouse aim. First thing that came to my mind was this:

How many people still play FPS games that don't support mouse look? Practically none, at least competitively. As far as I know there was no outcry about the new games "noobifying" the game. Now how many people still play Starcraft despite it's non-MBS UI and the existence of hundreds of newer, prettier, RTS games with very "smart" UIs? Tons of people still play Starcraft with it's older UI and many regard it as the only true "perfect" RTS game or at least the closest.

In both cases, the gaming community voted what they wanted with their participation. The days of non-mouse look FPS games are long gone but Starcraft is still alive and well. Better than simply "well", we joke about Starcraft being the national sport of an entire country. How many other video games can boast this? Very few. No other RTS and very few other games can claim the immortality that Starcraft can so Blizzard would do well to examine it closely for what makes it special.

Haven't you heard? Starcraft is a macro game now, nobody cares about micro since all tournaments are won by macro since its safer to play that way than to go with risky and fun micro strats, and since thats the winning strats now people think that thats all there is to sc progaming.

So, most current sc better gamers think that everyone using spells like boxer is fine since its not a big part of the game, but everyone building units like Iloveoov is not since it's the major game winner today.
CuddlyCuteKitten
Profile Joined January 2004
Sweden2620 Posts
Last Edited: 2008-01-29 19:00:42
January 29 2008 18:59 GMT
#369
I think an intresting point was brougth up in the "repair science vessel thread". Why doesn't Terran players use restoration on their science vessels? It's a very logical thing to do since you are likely to have the medic and the energy and it would save you a lot of very important units.
Instead it was answered with: if you want to attack sacrifice the vessels, if your not going to attack shift-click scvs to repair them fully because just reparing a bit takes to much time and so does restoration.

I'd say keeping your units at full health is as much macro as building new ones is.

BW is full of these situations where units are simply not utilized because no one have time to use them properly. A spell caster has to be extremly powerfull to be usable, otherwise the time is better spent on other things.

Now look at the new units:

Immortal: Will require micro to figth against.
Stalker: Very micro intense unit.
Pheonix: Micro intense unit with very high demands for timing.
Warp Ray: Will require a lot of micro to use and to figth against.
Warp Gate: More macro intense version of the gateway.

Even pretty basic protoss units are getting more features, buildings and base managment is getting more features.

If players can't use some pretty solid spells features that are in bw (DA's feedback is a very good ability, so is parasite and ensare as well as restoration) because of time constraints how on earth are they going to be able to step it up and use all the new stuff in SC?
waaaaaaaaaaaooooow - Felicia, SPF2:T
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
Last Edited: 2008-01-29 19:39:08
January 29 2008 19:38 GMT
#370
What's the difference between attack move and blink move?

One is A + click, the other B + click, right?
Phyre
Profile Blog Joined December 2006
United States1288 Posts
January 29 2008 19:59 GMT
#371
On January 30 2008 03:53 Klockan3 wrote:
Show nested quote +
On January 29 2008 14:31 Phyre wrote:
Didn't read everything, just read a few pages and saw someone make the analogy about old school FPS games taking more skill than new school FPS games due to mouse aim. First thing that came to my mind was this:

How many people still play FPS games that don't support mouse look? Practically none, at least competitively. As far as I know there was no outcry about the new games "noobifying" the game. Now how many people still play Starcraft despite it's non-MBS UI and the existence of hundreds of newer, prettier, RTS games with very "smart" UIs? Tons of people still play Starcraft with it's older UI and many regard it as the only true "perfect" RTS game or at least the closest.

In both cases, the gaming community voted what they wanted with their participation. The days of non-mouse look FPS games are long gone but Starcraft is still alive and well. Better than simply "well", we joke about Starcraft being the national sport of an entire country. How many other video games can boast this? Very few. No other RTS and very few other games can claim the immortality that Starcraft can so Blizzard would do well to examine it closely for what makes it special.

Haven't you heard? Starcraft is a macro game now, nobody cares about micro since all tournaments are won by macro since its safer to play that way than to go with risky and fun micro strats, and since thats the winning strats now people think that thats all there is to sc progaming.

So, most current sc better gamers think that everyone using spells like boxer is fine since its not a big part of the game, but everyone building units like Iloveoov is not since it's the major game winner today.

I'm not sure I understand how your post is answering mine, but I'll respond anyway.

You're saying that SC has evolved to the point where everyone values macro over micro as that is how you can most consistently win games correct? So if SC has survived so long with such great popularity and longevity perhaps that means that the fanbase wants a game that offers this sort of macro. There are plenty of other games that tried to push micro over macro and they failed to achieve what SC did.

As it stands, I believe SC offers a great balance between the influence macro and micro can have on a game. The constant demand of macro makes displays of micro while macroing that much more impressive to me.
"Oh no, I got you with your pants... on your face... That's not how you wear pants." - Nintu, catching 1 hatch lurks.
atarianimo
Profile Joined June 2007
United States82 Posts
January 29 2008 20:18 GMT
#372
I think Blizzard should just add a 'cheat' in single player (like "Black Sheep Wall" or "Operation CWAL") that gave you MBS and smart casting and take them out of regular play. I know there are a lot of casual players who only played single player Starcraft anyway.
CuddlyCuteKitten
Profile Joined January 2004
Sweden2620 Posts
January 29 2008 21:34 GMT
#373
On January 30 2008 04:38 BlackStar wrote:
What's the difference between attack move and blink move?

One is A + click, the other B + click, right?


You do 1 attack move and that's pretty much it but you make several blinks. Not to mention you have to be more specific in where you blink to, make sure all stalkers are in range and you will probably want to blink as much as possible while moving back during the cooldowns as well if your trying to outmicro something in a running figth. It's also likely that you'd want to blink stalkers individually a lot of the time like if your trying to blink up to siege tanks.

Also stalkers seems to be far weaker than dragoons are and have a sligthly lower cooldown time which means that they need to be microed more.

Regardless stalkers are more micro intensive than the unit they replace. I'd argue that Immortals would be as well since a key thing to figthing them will probably be to not use the tanks and similar stuff to shoot at the Immortals and instead target the things hiding behind them.

Well that or no one is going to be able to do that because no one have the required 1000 APM to pull something like that off and it goes down to just selecting the correct hard counter instead.
I'd much prefer if that was the norm and there was some extreme micro players out there who could target individual units instead.
waaaaaaaaaaaooooow - Felicia, SPF2:T
EGMachine
Profile Blog Joined February 2006
United States1643 Posts
January 29 2008 21:48 GMT
#374
MBS Makes the game easier. People who are for MBS say that it helps them concentrate on micro but if players are truely good enough to micro/macro at same time then they should have the advantage where as the players who are for MBS that cannot do both simultaniously are at a dissadvantage.
I'm like, the coolest
ZaplinG
Profile Blog Joined February 2005
United States3818 Posts
January 29 2008 21:56 GMT
#375
We are already very close to being able to achieve MBS without the feature being actually in the game. So we gain a couple seconds every time we queue up units... is that so terrible? I am neither pro nor anti MBS, I just do not think it will be much of a change.

Automining, however, is just lazy.
Don't believe the florist when he tells you that the roses are free
CuddlyCuteKitten
Profile Joined January 2004
Sweden2620 Posts
January 29 2008 22:19 GMT
#376
On January 30 2008 06:48 Machine[USA] wrote:
MBS Makes the game easier. People who are for MBS say that it helps them concentrate on micro but if players are truely good enough to micro/macro at same time then they should have the advantage where as the players who are for MBS that cannot do both simultaniously are at a dissadvantage.


I want to see pro players restore vessels after a plauge. If players aren't good enough to have that kind of micro/macro at the same time they should be at a disadvantage.
waaaaaaaaaaaooooow - Felicia, SPF2:T
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
January 29 2008 22:46 GMT
#377
On January 30 2008 06:34 CuddlyCuteKitten wrote:
You do 1 attack move and that's pretty much it but you make several blinks.


How do you have to use only one attack move and several blinks?

Blink is just another way to move your units.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
January 30 2008 00:18 GMT
#378
Shure. I don´t see a problem there though. It only gets intense when you try to conserve the stalkers nonrepairable armor. It was in a battlereport from http://www.battlereports.com/, it was called the "rolling retreat".

MBS makes Macroing less frustrating/easier, nothing more. There is no real advantage over SBS, actuall performance/mental strain will be equall. I still found that on the MBS/hotkey example.
0xDEADBEEF
Profile Joined September 2007
Germany1235 Posts
January 30 2008 00:56 GMT
#379
On January 30 2008 04:59 Phyre wrote:
As it stands, I believe SC offers a great balance between the influence macro and micro can have on a game. The constant demand of macro makes displays of micro while macroing that much more impressive to me.


That's true, but, as Cuddly... wrote, there are disadvantages to the current SC UI.
These disadvantages are what pro MBS tries to get rid of, while anti MBS only cares about SBS's advantages.

The problem is that there exist several features in the game, like the Dark Archon abilities, the Queen abilities, or D-Web, or repairing vessels or units, or restoring units, which are very "hard to micro". This is just a nice way of saying the true fact: the players can't use these abilities because they have to invest so much time into macroing.
Do you see the problem here? Even the top gamers cannot use some of the game's features because they have to keep up with their macro.
This basically means that some game features are completely ignored and unused in general. If you are really ahead of your opponent, you can of course toy around a bit. But if it's a hard game with almost equally skilled players, you can't use them.

An addition like MBS will allow the gamers to use the whole array of potential strategies and tactics. This makes the game deeper.
Which is interesting, because anti MBS seem to be of the firm opinion that MBS will make the game more shallow, no matter what, no exceptions. What they don't seem to realize is the unused potential in the game. Which will probably remain unused simply because macroing takes so much time and effort that it's not viable enough to make use of it.
It might be used if you have 700 APM or more. But let's face it, no one is going to be that fast. I don't believe this is possible for humans. Which means that some features can't be used at all.

Which is different from sports or other games. Players should be able to use all features of the game. It doesn't really make sense to think of a competitive soccer player unable to do a header, or a basketball player unable to do a dunk.
It's not about IF, it's about HOW you can use these features. That's what makes you a good or bad player. In current SC, however, there are a lot of features completely off-limits to players. Just because of the enormous effort it takes to macro.

Yes, if you have less macroing to do, it could mean that the first few minutes of the game might be more boring and that games might take slightly longer. But with Battlenet enhancements like auto match making or how it's called you probably won't have to waste 10-15 minutes raping some noob, because you can avoid them more easily. You don't have to create "1v1 no noob" games only to have 10 noobs joining and waste 30-60 minutes of your time.
But less macro to do means also that you can spend more time in micro. And this time can be used for all those "too hard to micro" situations. There are quite a lot of them. Impossible tasks will be made possible (they will become very hard instead of impossible. They won't miraculously become easy, mind you. This sort of micro will be totally off-limits to noobs, and rightfully so).

Things will just shift a bit. Situations which are impossible to micro will become possible, but still VERY hard and only doable by pro gamers. "Hard to micro" will become "moderately hard to micro". "Easy to micro" will become "very easy to micro", this is the category I would suggest noobs benefit the most from, while pros won't have to care.

So nothing of this will affect the skill ceiling, because pros will just be able to do more things.
Anti MBS likes to say that "every noob will be able to show Boxer like micro". I think that this is an exaggeration. It's better to say that noobs will be able to do more things than they could previously. This might be seen as a disadvantage. But, my point is, that pros will be able to do more micro things too.
So, in the ideal case, this simply balances out. Pros will be able to do previously impossible micro tasks in the late game, while noobs will be able to do slightly better than just sending in their whole army to get slaughtered in 1 second, then being frustrated by the crude controls and so on.
Basically, the game might become more enjoyable for everyone.

Also, remember that things like maps, "game sense", timing and strategy are extremely important too. I would imagine that these skills are essentially that which makes the Korean pros so much better than the rest of the world. Several good gamers outside Korea have a lot of APM too, and can macro and micro pretty well. But they still lose against them.
The world doesn't consist of only micro and macro. These other skills are really important, and they are what sets truly great gamers ahead of the rest.

And let's definately not forget that MBS is, on the whole, just a minor issue. The pro players, who represent just a TINY percentage of the whole player base, are the only ones where it could be dangerous. But this danger is unlikely (IMHO) and has to show itself in testing the feature-complete version.
For almost all players, including basically all of teamliquid.net, MBS will be a non-issue, because we're all way too bad in macro and micro anyway!

Auto-mining is far more dangerous IMHO, because with it, the player doesn't even make the decision to send each worker to mine, the computer does that decision for the player and also executes it.
I, however, think that decision making should be left to the player. MBS doesn't interfere with decision making, the player rather makes the decision to "build 10 marines" 1 time rather than make the decision "build 1 marine" 10 times. It's just a useful improvement in my opinion. So MBS is an improvement rather than an extreme automation which plays the game for you.
The player must make all decisions, and must execute them. Executing these decisions should be as easy as possible though, which is why I'm generally pro MBS unless it's proven to be harmful.

Auto-casting would be the same as auto-mining, bullshit, but this won't be in (except for medics).

Smartcasting is something different and I think it's nothing bad. Although I don't know yet how it works exactly.
Boblion
Profile Blog Joined May 2007
France8043 Posts
January 30 2008 01:06 GMT
#380
Beef <3

Good post I want you to make a Phantom Ums map for Sc2 when it will be released !
fuck all those elitists brb watching streams of elite players.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
January 30 2008 01:42 GMT
#381
Smartcasting removes the "selfdestruction" potentional of grouped casters. If you have grouped, say battlecruisers, and used the yamato they would ALL fire it on the same target. That is indirect suicide in a game where every "spell" has to hit.

It is almost as if build scv was on h and selfdestruct command centre on j - a single wrong key can cost you the game.

I find it funny how some are anti automine but have no problem with the "lazy peon button".
almostfamous
Profile Joined January 2008
United States10 Posts
January 30 2008 01:57 GMT
#382
On January 30 2008 10:42 Unentschieden wrote:
I find it funny how some are anti automine but have no problem with the "lazy peon button".


People don't mind the "lazy peon button" because it doesn't make the action for you. Its only a reminder, nothing more.

By the way, nice post BEEF, I think you may have me convinced that MBS is a good thing to have in SC2. Now I'll finally be able to use some of those fun abilities


Almost unrelated, but not quite: Do we know if you will be able to cycle through your groups as easily as in WC3?
Life is short but sweet for certain, so we'll climb on two by two.
Aqualicy
Profile Joined June 2007
Norway25 Posts
January 30 2008 02:00 GMT
#383
The MBS discussion is an interesting one, and I'm happy to be able to simply sit on the sidelines secure in my belief that MBS's inevitable (from a financial and practical standpoint) implementation into StarCraft II isn't going to be the game-busting mistake a lot of fans seem to think it will be. StarCraft is very different from most RTS games where MBS is standard. Only if the designers consider StarCraft II the next COMMAND & CONQUER will we have reason to fear, and then MBS will be the least of our worries. If it retains the essence of StarCraft and what makes it so great, the impact of MBS will be severely lessened.

Most of the arguments against MBS are too excessive -- the circumstances described are too black and white. The addition of MBS doesn't immediately implicate an exclusion of micromanagement within economy and production management because the necessity for perfection will still be present, MBS be damned. We're not going to see the described ten Gateway 4z hotkey on a professional level because in StarCraft and, assuming Blizzard doesn't screw it up, the upcoming StarCraft II, there are invariably other considerations, unit combinations notwithstanding.

In StarCraft in general, and in the early to mid game especially, there are severe economical considerations to make, and fine balances between your unit count and your plans for expansion. A lot of the time you'll only want to produce one unit from one of your several Gateways while your Probe heads towards your natural, preparing to build a Nexus with your slowly accumulating wealth. You'll occasionally need to produce different units from different Gateways. Have proxy Gateways? You'll need a different hotkey for those, lest the game builds units at the wrong Gateways. Have eight Gateways but you want to build only three units, i.e. expensive spellcasters? You can't do a quick "4p" hotkey if you have your eight Gateways keyed to 4 because if all Gateways start producing you'll be stuck cancelling build orders from the other five. Have two Robotics Facilities? When have you ever played a game where you'd want to consistently and invariably start building the same unit in both Robotics Facilities at the same time?

Professional players will demand perfect, flexible control; they will occasionally use MBS, but with heavy and skillful moderation. It is possible that a lot of the time, good players will have perhaps 1-3 buildings on a single hotkey up until an eventual late game. For this reason, I'm actually more concerned that MBS can be detrimental to playing as good as you possibly can be. I theorize that abusing MBS sacrifices control, and it's possible MBS will in fact be a hurdle newbies will have to overcome whenever they want to take their game to the next level. I'm up for reading a persuasive argument to the contrary, but I personally just don't see how MBS can be synonymous with instant perfect army macromanagement, nor how it can be so detrimental to skill-demanding gameplay overall.

I think the biggest stroke of pure genius Blizzard could possibly do is create a game where MBS is included as standard, but where using it might not the best option.
0xDEADBEEF
Profile Joined September 2007
Germany1235 Posts
Last Edited: 2008-01-30 03:24:06
January 30 2008 03:20 GMT
#384
lol Bob. I don't know if I start playing SC2. Only if it's good. But this stupid MBS discussion is really totally over the top, and there are a lot of false fears IMHO.

I agree with Aqualicy, although it has already been said before.
The following is a fact: If you need different units or a special unit mix, which is a quite common task, then MBS won't help you at all.

MBS will merely help when you have to build a lot of the same unit type. And that's it.
The additional time you gain from MBS is really small. If you're a newbie or average gamer you have many other, much more pressing issues, so that MBS won't help you much.
If you use MBS all the time, you will end up with a probably ineffective unit mix because you didn't adapt to your opponent.

MBS will, however, make late game management for pro gamers slightly easier. There is often the time when you need 10 zealots, and you need them right now. Without MBS, this takes a big effort. With MBS, you could just bind 10 gateways to one key (say, 0) and then type "0z".
This allows you to focus on other tasks at hand, and in late game there will be A LOT! This allows you to do tasks which you would have ignored otherwise.
Aqualicy
Profile Joined June 2007
Norway25 Posts
Last Edited: 2008-01-30 03:47:39
January 30 2008 03:42 GMT
#385
Aye, good point about the endgame, Beef. I also read your post on page 19 earlier; more good stuff strewn about in there. As for me repeating things already stated before by others, I apologize. I imagined some or most of it might have been; I just wanted to see the thread back on track with my cliched two cents. The obsessive fear of MBS I've been noticing on TL over the past couple of months finally compelled me to respond.

...
Edit: To clarify my original question in this post, I am certain Blizzard will be keeping their originally planned MBS. I'm just curious if they'll give any further comments on it considering the amount of interest this issue has seen.
Fuu
Profile Joined May 2006
198 Posts
January 30 2008 06:18 GMT
#386
They will surely make further comments indeed when they'll hear what every professional player and people who really play the game have to say about this, even if it goes against the arguments of the 'wow i joined yesterday and i did 20 posts' crowd on these forums.
MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
January 30 2008 07:42 GMT
#387
there's a general lack of game knowledge being kicked around here.

units like queens are neglected because they are not cost effiect, it's not because they are 'too hard to micro becuase they're too busy macroing.' Even then there are moments when queens can be used, just not many. DAs and sairs with Dweb are used at the pro level. It's not difficult to micro a giant army late game, and if i can do it, pros can do it better. i can cast storms, feedback defilers and reload reavers with ease--because i hotkey them.

automine is obviously bad, i don't need to explain this (i hope). The idle worker button is also bad. So is the selection cap; because this makes micro easier too. Now we have macro AND micro made easier in SC2... not a good thing.

Let me attempt to explain how MBS will damage specific elements in SC2. Starcraft is a lot like juggling, i have to move my workers, build pylons, stay on top of my upgrades, macro out of my gateways, watch the minimap, maintain map control, micro my units and more. This maters because the more the game develops the more tasks i must juggle. Have you ever been ahead of someone early on and then they manage to come back and beat you? Have you ever seen an incredible come back in an OSL or MSL match? We all have. A player who gets ahead is faced with the larger challenge of staying ahead via more task juggling. this is how SC produces so many incredible back and fourth games. A player who's behind will also have less to juggle and therefore a greater chance to recover. Obviously brilliant strategy comes into play as well.

MBS makes the player who's ahead STAY ahead with much more ease. This may not mean much to the average gamer, but to the progamer this is very bad. small mistakes early on are heavily punished as the game progresses. Lets say i'm zerg and i have a protoss contianed on lost temple. I'm ahead on expansions. I'm also good at watching the minimap and i can remember to make my upgrades. With MBS, if i'm having to micro my lurkers, lings and scourge constantly i'll just continue to spam 4sz and 4sh, don't forget how strong MBS will make zerg. my macro will be perfect and it will be 10x harder for the P to recover. Normally i would be faced with the burden of jumping back to my hatcheries which are all over the map WHILE microing at my contain point. The same is true if i'm p and i have a protoss contained. if i'm busy focusing on my army i can hotkey all my gates as 4 and then space out my macro so i make 10 zealots, then 10 dragoons, then use my other hotkeys 5 and 6 to make 5 templars and 5 zealots.

Starcraft is unique in the sense that it's the only RTS game where the gamer must participate in every aspect of the game. Progamers are inside every gateway, ready at every mineral patch, vigilantly watching their army, ballancing their pylon distribution and so on. I don't see how making the game easier in any sense will help SC2 look competitive when compared to it's elite other brother.
Follow me on twitter: CallMeTasteless
Wraithlin
Profile Joined October 2007
United Kingdom50 Posts
Last Edited: 2008-01-30 09:58:59
January 30 2008 09:49 GMT
#388
Two points.
First you have made an argument as to why MBS makes the game easier for the guy ahead, but ignored the fact that MBS will also make the game easier for the guy behind. The guy under pressure will be able to spend more time with his army fighting an efficient defence while building up his army.

What you have not argued is that MBS will benefit the person ahead more than the person behind, ahead/behind are not just a function of how many unit producing buildings you have. I could take your argument and turn it around to show how MBS makes it easier to come back because now I dont need to worry about macro while checking for drops and microing my army. That, in my opinion, means that MBS is balanced.

With the number of units that can cross relics, attack and defence will be less linear in SC2, and therefore if you take your eye off the battle in defence you may find that suddenly half the opposing army has jumped/blinked/walked around your wall and into your base. You will no longer be able to take your eye off the enemy army for a second and reliably predict where it will be when you return.

Secondly,
If Blizzard limited SC2 to 4 hotkeys, how would that affect your examples ?
There are "solutions" to MBS that dont require removing MBS.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
January 30 2008 09:52 GMT
#389
You just repeated the old "MBS destroys Macro, no matter what" argument without even mentioning the Unit diversity/Hotkeys argument from the "pro-MBS" side. All your points have been bought up before and been responded too.

General lack of game knowledge is only natural with a game that isn´t even in the alpha stage.

Units like Queens or DA are not unbalanced in power but in time tradeoff. They need to much attention to be usefull. Their power or impact is alright but they have no place in a Macro oriented players lineup - wich apparently is the mayority.

You wrote: The same is true if i'm p and i have a protoss contained. if i'm busy focusing on my army i can hotkey all my gates as 4 and then space out my macro so i make 10 zealots, then 10 dragoons, then use my other hotkeys 5 and 6 to make 5 templars and 5 zealots.

See that only works if you have only 1 base left (easier comebacks) AND you need forces fitting to your hotkeys. What if you would have needed 2 Templars and 6 Carriers? MBS does help but it helps the player that is at the disatvantage slightly more. For production queues it is exactly the other way around. Shouldn´t we remove queues then?

MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
January 30 2008 10:28 GMT
#390
Wraithlin: it makes it easier for the guy behind too... yes. but that dosn't help him catch up since once his economy is behind his opponent will have an equally easy time STAYING ahead. with the macro made incrediblly easy for both players and less task juggling there person on top has a much easier time staying on top. Starcraft is not like warcraft 3, you arn't microing endlessly. There are points when you shouldn't attack and instead you should sit back waiting for the correct moment. So saying the player behind can micro more dosn't mean that much since the person ahead will now always have more units with MBS.

do you really think blizzard is going to reduce the amount of hotkeys? come on man.

to Unentschieden: No man. Do you honestly think that Queens arn't used in this game becuase of the time trade off?... why do we see science vessels then? What about templars and defilers? The queens spells arn't effective enough to be used all the time + broodling costs too much mana. DAs are used end game PvZ so i dunno where your going with this. If you don't understand how the units work in SC don't try using them as evidence in a discussion.

The point i'm making is that a player who's ahead dosn't have to work harder to macro with features like MBS. That's self evident.
Follow me on twitter: CallMeTasteless
CuddlyCuteKitten
Profile Joined January 2004
Sweden2620 Posts
January 30 2008 10:39 GMT
#391
On January 30 2008 16:42 MyLostTemple wrote:
*snip*


No there's not. Queens, DA's and Medic abilities are not used because they are not cost effective BECAUSE they are to micro intensive.

Seriously, a DA starts with feedback, has high HP and only needs to kill two templars or two defilers to pay for itself, not including the damage their storms, plauges and dark swarm would have done if they went off.
If players could they'd have two DA's infront of their army at all times to feedback enemy casters.

But it's not only micro with certain units that aren't being used to it's full potential in Broodwar.

We have seen a good muta harass with two groups of mutas once or so and everyone was awed by how impressive it was. Well then, why doesn't all zerg players do it?
And early game players send every unit built directly to support their main force. Why doesn't they do this for every unit built during the entire game?

There are plenty of things that aren't being done because there is no time to do them. Blizzard have said they are adding more features into SCII and have shown quite a few.

Which would be completly useless since no one would be able to use them without MBS/smartcast so we would have a game which had about half of the abilities as useless or at least weak like the DA and possibly a few units that were never used as the queen.

Is that what the anti-MBS crowd wants? Or do they want Blizzard to just cut a few of the more micro intensive new features like warpgates?

Also I'm sick of how much the anti-MBS crowd overrates how it will change the game. These are things MBS cannot help you with:

* Efficent macro. You want to build the zealot when you have 100 minerals, you don't want to build 10 when you have 1000 because then you've waisted time.
* Rally every single new unit to where it's supposed to be.
* Unit mix.
* Supply depot and base managment.

In fact I still think were going to see "macro gamers" but they will have to macro a lot better than they do now. This includes building every unit separatly, sending it to the main force and keeping a perfect unit mix, and using this advantage to slowly gain momentum and a bigger force over the opponent.

So will MBS make macro less important? Perhaps, but in BW macro is more important than micro and if it's reversed so that micro is sligthly more important than macro in SCII I don't see the problem.
It will still be the most macro intensive game on the market, far above the competition (seriously, look at DoW and CoH) and the change will be small.
waaaaaaaaaaaooooow - Felicia, SPF2:T
0xDEADBEEF
Profile Joined September 2007
Germany1235 Posts
January 30 2008 10:57 GMT
#392
100% agree with Cuddly there.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
January 30 2008 11:18 GMT
#393
On January 30 2008 19:39 CuddlyCuteKitten wrote:
Also I'm sick of how much the anti-MBS crowd overrates how it will change the game. These are things MBS cannot help you with:

* Efficent macro. You want to build the zealot when you have 100 minerals, you don't want to build 10 when you have 1000 because then you've waisted time.
* Rally every single new unit to where it's supposed to be.
* Unit mix.
* Supply depot and base managment.


Agreeing completely, especially that part. I´d add that you´d also need to predict your needs since you might group too much/to few/the wrong buildings.

The main argument against MBS is always that it would remove Macro but no one every brings counter-arguments to the above points.
Wraithlin
Profile Joined October 2007
United Kingdom50 Posts
Last Edited: 2008-01-30 11:55:49
January 30 2008 11:31 GMT
#394
On January 30 2008 19:28 MyLostTemple wrote:
Wraithlin: it makes it easier for the guy behind too... yes. but that dosn't help him catch up since once his economy is behind his opponent will have an equally easy time STAYING ahead. with the macro made incrediblly easy for both players and less task juggling there person on top has a much easier time staying on top. Starcraft is not like warcraft 3, you arn't microing endlessly. There are points when you shouldn't attack and instead you should sit back waiting for the correct moment. So saying the player behind can micro more dosn't mean that much since the person ahead will now always have more units with MBS.

do you really think blizzard is going to reduce the amount of hotkeys? come on man.


I understand your argument, but I disagree that MBS will change significantly the stop/start of SC.Namely, you say there are points when you shouldnt attack.

Well, lets examine those times, early on the reason you tend to halt attacks while you have an advantage are fixed defences. You stop your MM push because of sunkens, or your lings are being cut down by a bunker, or your zealots cant get past the supply wall. This is why drops are so devastating, because they bypass not only the opposing army but much of his fixed defences. Early game units that can break seige lines, stalkers, reapers, walkers, are going to reduce the number of instances where the player with the advantage has to stop his advance because he will be able to bypass many fixed defences. Thats not a function of MBS, but the increasingly dynamic units blizzard has introduced.

The second type of stalemate tends to occur when both armies are of equivalent size, but the players chose to focus on expanding/macroing rather than trying to outmicro the opposing player to defeat his army. These impasses tend to occur in evenly balanced matches where both players have balanced economic strength. If you had the advantage why would you pause your attacks rather than press the advantage? MBS could actually reduce these stalemates, which are largely a byproduct of both players struggling to out produce the other and therefore not being willing to "waste" time trying to secure a few units advantage actually attacking the opposing force. By lowering the requirements of macro, we are more likely to see players willing to try and attack in the mid game.

The third type of stalemate is usually temporary and is essentialyl a "low risk" option, where a player wins a small victory and tries to conver his advantage in units into an economic advantage by expanding. This is functionally a low risk strantegy compared to, say, trying to finisht he game off with the units that player has remaining. MBS coud make this strategy more prevelent because economic advantages would be easier to apply as you have argued.

The fourth type is TvT, and that will require a shift in terran units.

For your second point.
I dont know, but I would wager they are more likely to limit the number of hotkeys than remove MBS. Most of the people who will be turned off by a lack of MBS (and there are alot of these players), are unlikely to use more than, say, 5 hotkeys anyway.

[e]
Im not arguing against the idea that SC is such a vastly challenging game that it allows for wonderful combacks, or that simplifying the game will potentially make it too easy to "close out" a match from an advantageous position. What SC2 needs to be is challenging because of the games depth rather than because of the games UI.

Id rather watch a game decided because of a brilliant blink move by the protos players stalkers, than the ability of the terran player to select his 8 factories and build units from them individually.
0xDEADBEEF
Profile Joined September 2007
Germany1235 Posts
Last Edited: 2008-01-30 11:39:19
January 30 2008 11:38 GMT
#395
Unentschieden:
Well, the first point isn't really valid because it's probably implemented like this: if you have 200 minerals and 10 gateways selected, and hit 'z', you'll get just 2 zealots. So you can use this as an easier alternative to 'click-z-click-z'.

Everythng else is correct though, also the conclusion that MBS is not such a big deal. It does have an effect, of course, but the effect will neither kill macro, nor turn noobs into pros. It's also highly unlikely that MBS will be a 'newbification'. Because the time you gain from using MBS won't remain unused anyway. This will translate directly to micro. Priority will shift from 50% macro 50% micro to 40% macro 60% micro. But in the end it's still the same 100%, so there should be absolutely nothing to worry about.
The only valid point I've read here is that many players seem to LIKE doing these repetitive macro tasks, and seem to LIKE that they're not able to micro well. This is a subjective point, but still... this is something that can't be argued against. Either you like it or you don't. If the majority of all players share this view, then it'll look bad for MBS. This has nothing to do with newbification or real problems, though, it's just a matter of preference.
Boblion
Profile Blog Joined May 2007
France8043 Posts
Last Edited: 2008-01-30 11:42:41
January 30 2008 11:41 GMT
#396
On January 30 2008 20:31 Wraithlin wrote:
I dont know, but I would wager they are more likely to limit the number of hotkeys than remove MBS. Most of the people who will be turned off by a lack of MBS (and there are alot of these players), are unlikely to use more than, say, 5 hotkeys anyway.


I hope that they will add more hotkeys ( custom hotkeys Ftw !!!! ).

MBS without more hotkeys would be CRAPPY because MBS allows you to focus more on micro, and if you have less hotkeys, your micro wont be better .

fuck all those elitists brb watching streams of elite players.
Wraithlin
Profile Joined October 2007
United Kingdom50 Posts
January 30 2008 11:49 GMT
#397
On January 30 2008 20:41 Boblion wrote:
Show nested quote +
On January 30 2008 20:31 Wraithlin wrote:
I dont know, but I would wager they are more likely to limit the number of hotkeys than remove MBS. Most of the people who will be turned off by a lack of MBS (and there are alot of these players), are unlikely to use more than, say, 5 hotkeys anyway.


I hope that they will add more hotkeys ( custom hotkeys Ftw !!!! ).

MBS without more hotkeys would be CRAPPY because MBS allows you to focus more on micro, and if you have less hotkeys, your micro wont be better .


I disagree.
MBS without more hotkeys will be more balanced and is more likely to gain support from both the pro- and anti- MBS communities as a comprimise. It would also give SC more depth, where the more skilled players would be able to gain small advantages by using SBS but complete beginners dont get destroyed because they cant build from 4 rax in under a second.

But your post still supports my view of MBS being less of a factor in top level games than the anti-MBS camp believe.
Boblion
Profile Blog Joined May 2007
France8043 Posts
January 30 2008 12:07 GMT
#398
On January 30 2008 20:49 Wraithlin wrote:
I disagree.
MBS without more hotkeys will be more balanced and is more likely to gain support from both the pro- and anti- MBS communities as a comprimise. It would also give SC more depth, where the more skilled players would be able to gain small advantages by using SBS but complete beginners dont get destroyed because they cant build from 4 rax in under a second.


MBS and additionnal hotkeys have nothing to do with it -.-

MBS without more hotkeys: Macro will be easier for both noobs and good players. As many ppl explained before, good players will still macro better than noobs ( they wont wait to have 400 minerals to build 4 zealot with their 4 gateways ).
Moreover ppl will have more time to micro but Sc2 units seem very micro intensive ( more casts and special abilities than in SC 1 ).

MBS with more hotkeys ( and custom hotkeys ): it wont be really different for macro but it will be way better for micro because good players will be even better and perform awesome micro if they can hotkey each kind of units/casters . Noobs will be still noobs because they wont be able to use properly all the hotkeys.

So imo, MBS+ more (custom) hotkeys > MBS with less hotkeys ( it would be a real regression).

On January 30 2008 20:49 Wraithlin wrote:
But your post still supports my view of MBS being less of a factor in top level games than the anti-MBS camp believe.


Sarcasm ?
fuck all those elitists brb watching streams of elite players.
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
January 29 2008 21:42 GMT
#399
I am all for a more powerful user interface. Just not for automations.

So give us more hotkeys. Just no automining and MBS.

Give us the ability to use spells and abilities so that we can stimpack a group of marines while medics or tanks are selected. And give us the ability to tab through individual units like in WC3 so smart casting doesn't need to be added either.
MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
January 29 2008 22:07 GMT
#400
where in the fuck are you getting the idea DAs arn't used competitvely because their too micro intensive. firstly DAs are used competitively, especially in PvZ but also in PvP at times. the problem is you have to morph two DTs to make a DA.... most of the time that's not very COST EFFECTIVE because dts are very valuble and more versitle than DAs are. DAs are only required late late game. I can't believe you actually think medic abilities arn't used because their too micro intensive, lol. Medics absolutely need their energy to heal marines, not blind units. And if you mean restoration there are too few instances to use this, unless ofcourse you got parasited... but then again how often do players get queens? not too often because they're not very COST EFFECTIVE either.

obviously a player can still macro slightly faster by not using MBS. The problem is that they arn't peanalized as much for getting behind. There is also no risk for double queing with MBS where there is for SBS. That's bad.

also, when a metagame forms there WILL be moments when players can and can not attack each other. when they can't attack each other they must macro, but not with such ease. i'm also all for more hotkeys, i think that would be great.
Follow me on twitter: CallMeTasteless
MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
January 30 2008 15:31 GMT
#401
also, SC isn't just the hardest game because of the UI, the UI is just one factor in it. i would be equally against a game that had no strategy but an incredibly difficult UI. I just want a ballance of both.

I don't care if MBS and automine are in the game, they just have to be kept as a SETTING that won't be used for ladders and tournaments. That way Blizzard pleases newbies and pros. i'm more than aware that there are many crowds to please. but sacking the crowd that was good at the last game so you can pick up a bunch of new players seems stupid. Many people claim this would cause a split community. But in reality SC already has many communities: competitive, team play, BGH, UMS and more. In SC2 there will be room for more. As long as blizzard makes an effort to preserve the competitive community by keeping competitive features, then i'm fine. But otherwise I, and everyone else who's good at this game including an entire nation called South Korea will probably be throughly disapointed.
Follow me on twitter: CallMeTasteless
InterWill
Profile Joined September 2007
Sweden117 Posts
January 30 2008 16:18 GMT
#402
Well, then you should start preparing for a huge letdown.

At this point, it feels unlikely that they would deimplement MBS. They will do their best to add complexity for more advanced players (maybe through clever usage of terran addons, or protoss warp-in technology), but whether they succeed in making StarCraft II feel like you want it to feel is highly debatable.

Even more unlikely is that Blizzard would use different unit/building-selection rules for single- and multi player. That's so counter intuitive and so against the Blizzard design philosophy that, well, I would be very surprised if they went that way.

But I was thinking, in Warcraft III you don't pay to put units in the unit queue. You only pay when they actually start producing. I haven't seen this brought up yet. Was this implemented in the Blizzcon build? And if it was, wouldn't that have the potential to affect macro maybe even as much as MBS would?
Unentschieden
Profile Joined August 2007
Germany1471 Posts
January 30 2008 16:51 GMT
#403
Well there is the real difference. The queue tax is more of a hit on Macro than MBS in any form could ever be.

Without the tax you can decide what you need, order and forget about it for a while. With the tax you need to revisit the building each time something is finished, independend HOW you get there, by MBS or SBS.

Also, no MBS but more Hotkeys? Ok, that is even more compfortable, doesn´t get easier than that. With more hotkeys it wouldn´t matter if MBS were in, you would Hotkey each individual building anyway.

On Automine btw. it doesn´t matter since I just recalled that finished productions now trigger a text message. So no one could forget SCVs anyway wich is just as good.
CuddlyCuteKitten
Profile Joined January 2004
Sweden2620 Posts
Last Edited: 2008-01-30 17:07:01
January 30 2008 17:05 GMT
#404
On January 30 2008 07:07 MyLostTemple wrote:
where in the fuck are you getting the idea DAs arn't used competitvely because their too micro intensive. firstly DAs are used competitively, especially in PvZ but also in PvP at times. the problem is you have to morph two DTs to make a DA.... most of the time that's not very COST EFFECTIVE because dts are very valuble and more versitle than DAs are. DAs are only required late late game. I can't believe you actually think medic abilities arn't used because their too micro intensive, lol. Medics absolutely need their energy to heal marines, not blind units. And if you mean restoration there are too few instances to use this, unless ofcourse you got parasited... but then again how often do players get queens? not too often because they're not very COST EFFECTIVE either.

obviously a player can still macro slightly faster by not using MBS. The problem is that they arn't peanalized as much for getting behind. There is also no risk for double queing with MBS where there is for SBS. That's bad.

also, when a metagame forms there WILL be moments when players can and can not attack each other. when they can't attack each other they must macro, but not with such ease. i'm also all for more hotkeys, i think that would be great.


I can agree with you on the queens but the rest is bullshit. A DA is what, 250 mins, 200 gas, starts with feedback which costs 50 mana.
Mid to late game you see pros throwing away HT's like candy sometimes even sacrificing to try to get storms in on a static army. If you can afford 5 or 6 HT's in your army you can afford 250/200 for a unit that will pay for itself if it manages to use it's ability twice, especially since it's very likely that it will allways have the mana to do that and since it's hard to snipe.
Same thing against zergs who run their defilers up to plauge armies even more often (and which is harder to stop). If pro's could do it they would.
And yes they use them at times but it's rare (just look at the comments on games when they do bring them out) even though they *allways* have the avalible tech to do so.

Medics? Medics are 50/25 a single vessel is 100/225 and restore is 50.
You think it would have been used more if it required less energy? Doubtfull, just add two more medics or so and use restore ONLY when you can pull back vessels safely after a irradiate run which ended badly and it would still be worth it. Just to much micro involved to do it even for pros.

It's not cost effective when it comes to time but it's easily cost effective when it comes to resources.

Also anyone who think BW is 50/50 macro/micro is deluded. If you measure by importance it's more like 40/60 or even higher towards macro. Extreme macro is a requirment to be able to figth in the higher leauges today. Extreme micro may win you a few games but a lack of macro will loose you most games. Why do you think the game is evolving towards more and more macro? Because it's what you win games by so pro's work more towards it, which proves that it's more important.

I don't see the problem in switching so it's 60/40 towards micro. Just like there is "micro" players today there will be macro players tomorow, it's just that the ratio will change.
Perhaps not even enough to make micro more important than macro, perhaps macro will still be on top, just not as much.
waaaaaaaaaaaooooow - Felicia, SPF2:T
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
January 30 2008 17:25 GMT
#405
I want to augment Tasteless' argument with another reason why it will make comebacks harder: Harrassment. Harrassment is instrumental in many comebacks (See Jangbi vs Orion for a recent example). When a player expands and macros heavy to cement his advantage, his divided attention makes it easier for a player to sneak in a shuttle/dropship. In the example game, Orion takes a big economic advantage early, to which Jangbi responds with shuttles loaded with high templar, which due to Orion's large area and attention to macro, managed to storm the shit out of 30 or so drones. Jangbi comes back to win.

In a game with MBS, the player with the advantage can spend more time preparing adequate defense for harassment, or even just more time watching his minimap (in this case, spending more time on scouting could have prevented these attacks). SInce the leading player is spending only about as much time on macro as the losing player, than he knows that defending against harassment is all he needs to do to win.

Basically, MBS makes harassment harder due to increased attention, even further solidifying the leading player's advantage.

There is a fair argument that could be made that harassment options will be more powerful, so that simply being aware of coming harassment isn't enough to stop it, we simply don't know enough about the game at this point.
¯\_(ツ)_/¯
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
January 30 2008 19:00 GMT
#406
On January 31 2008 02:25 GeneralStan wrote:
we simply don't know enough about the game at this point.

Wich is why this debate is never ending
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
January 30 2008 19:15 GMT
#407
Also, no MBS but more Hotkeys? Ok, that is even more compfortable, doesn´t get easier than that. With more hotkeys it wouldn´t matter if MBS were in, you would Hotkey each individual building anyway.


Wait, what?

More hotkeys makes the game even easier than MBS?
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
January 30 2008 19:25 GMT
#408
On January 31 2008 04:00 Klockan3 wrote:
Show nested quote +
On January 31 2008 02:25 GeneralStan wrote:
we simply don't know enough about the game at this point.

Wich is why this debate is never ending


True.

However, there is a single assumption we are working with though, namely that they are attempting to recreate the feel of Starcraft. This is unshakable.

I translate this into a few other assumptions. There will be roughly the same number of units per match-up as BW. This is the primary assumption we base working with MBS on. While more unit types to produce would make MBS less advantageous, it would also erode the simplicity that made BW great.

That assumption allows for us to assume that MBS allows production to be controlled primarily by hotkeys, thus significantly changing the attention ratio, and leading to the changes predicted
¯\_(ツ)_/¯
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
Last Edited: 2008-01-30 19:33:14
January 30 2008 19:32 GMT
#409
SC2 and SC will have exactly the same gameplay. Nothing was changed in that respect. Sure, new units, new maps, a new game engine with new graphics. But that's it.
maybenexttime
Profile Blog Joined November 2006
Poland5558 Posts
January 30 2008 20:07 GMT
#410
CowGoMoo can attest to the above statement.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
January 30 2008 21:01 GMT
#411
On January 31 2008 04:15 BlackStar wrote:
Show nested quote +
Also, no MBS but more Hotkeys? Ok, that is even more compfortable, doesn´t get easier than that. With more hotkeys it wouldn´t matter if MBS were in, you would Hotkey each individual building anyway.


Wait, what?

More hotkeys makes the game even easier than MBS?


Of course. Think about it. All your worst case predictions about MBS assume that we can use hotkeys to control the base. Having enough Hotkeys for each individual Building makes that way easier than having one hotkey for all of them. And it wouldn´t even limit your control over your units (since you don´t have to balance between unit/building hotkeys).
mahnini
Profile Blog Joined October 2005
United States6862 Posts
January 30 2008 21:43 GMT
#412
On January 31 2008 06:01 Unentschieden wrote:
Show nested quote +
On January 31 2008 04:15 BlackStar wrote:
Also, no MBS but more Hotkeys? Ok, that is even more compfortable, doesn´t get easier than that. With more hotkeys it wouldn´t matter if MBS were in, you would Hotkey each individual building anyway.


Wait, what?

More hotkeys makes the game even easier than MBS?


Of course. Think about it. All your worst case predictions about MBS assume that we can use hotkeys to control the base. Having enough Hotkeys for each individual Building makes that way easier than having one hotkey for all of them. And it wouldn´t even limit your control over your units (since you don´t have to balance between unit/building hotkeys).

Nope. You'd have to take time to hit each individual hotkey and make individual units, thus, directing most of your focus to macroing.

I just read this one page cuase I was bored, off to class now. G'day.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
January 30 2008 22:01 GMT
#413
There is no difference in the amount of focus between MBS and lots of hotkeys oreven SBS. THe difference is the time needed and the buttons pressed. Don´t tell me pressing more buttons makes it a harder task. Annoying yes but not hard or challenging.
IF it were, all thouse anti-MBS arguments would make more sense, I´d give you that.
CuddlyCuteKitten
Profile Joined January 2004
Sweden2620 Posts
January 30 2008 22:05 GMT
#414
On January 31 2008 06:43 mahnini wrote:
Show nested quote +
On January 31 2008 06:01 Unentschieden wrote:
On January 31 2008 04:15 BlackStar wrote:
Also, no MBS but more Hotkeys? Ok, that is even more compfortable, doesn´t get easier than that. With more hotkeys it wouldn´t matter if MBS were in, you would Hotkey each individual building anyway.


Wait, what?

More hotkeys makes the game even easier than MBS?


Of course. Think about it. All your worst case predictions about MBS assume that we can use hotkeys to control the base. Having enough Hotkeys for each individual Building makes that way easier than having one hotkey for all of them. And it wouldn´t even limit your control over your units (since you don´t have to balance between unit/building hotkeys).

Nope. You'd have to take time to hit each individual hotkey and make individual units, thus, directing most of your focus to macroing.

I just read this one page cuase I was bored, off to class now. G'day.


Wrong.

Unlimited hotkeys are a superior alternative to MBS from the progamers standpoint.

And we are discussing progamers here rigth, and not casual gamers?

The problem with macro is not that progamers doesn't have the speed to macro properly, it's that they have to divide attention towards their base and manually click each barracks in order to produce units.
They have to actually look at the buildings which draws away attention from their troops. This is because they don't have enough hotkeys to actually build stuff from all of their production facilities.

In fact most progamers could probably build new units flawlessly as soon as money came in, or at least almost as soon as money came in, if they had a hotkeyed production facility that was empty the entire time.
The fact that this never happens is the main counter argument to the "progamers are to good to want to build in bulk". (Anti-MBS side argued that it's the diversion from the units and thus the switch of focus that is important).

It's naive to think that a progamer who allways have a free production facility on hotkey would not have time to build a unit if he could do so while watching his attack, if things get hectic he can allways switch to micro since he never looses his focus.

In fact unlimited hotkeys are superior since if Bisu does have 300/200 banked it's entirely possible that he doesn't want to build 1 sair and 1 zealot.
With MBS he'd have to select his two stargates, select one of them and build a sair, then select his gateways and build the zealot.
With unlimted hotkeys it's just 8o9z.

With MBS or unlimited hotkeys macro will be easier since they don't have to switch focus so a progamer will never
a) build things in bulk which makes several stops of 1-2 units from each macro "burst" necessary either way and ties unlimited hotkeys to MBS in usefullness
b) worry more about unit selection in which case unlimited hotkeys are far superior.

For the casual gamer MBS will probably be better anway but that's not the point of discussion in this thread.
waaaaaaaaaaaooooow - Felicia, SPF2:T
parkin
Profile Blog Joined July 2007
1080 Posts
January 30 2008 22:24 GMT
#415
Maybe you should be able to select several buildeings at the same time. But only one building is highlighted that you can build from then you need to use Tab to tab between the different buildings.

For example to build 5 zealots from 5 Gateways that are bind to hotkey 5.

5, z, Tab, z, Tab, z, Tab, z, Tab, z,

This is also useful if you want to mix up units so instead of pressing "z" it will use 500 minerals and build 5 zealots you can be more flexible and, lets say, 3 zealots and 2 dragons.

5, z, Tab, z, Tab, z, Tab, d, Tab, d

What do you think?
mostly harmless
CuddlyCuteKitten
Profile Joined January 2004
Sweden2620 Posts
Last Edited: 2008-01-30 22:35:32
January 30 2008 22:34 GMT
#416
On January 31 2008 07:24 parkin wrote:
Maybe you should be able to select several buildeings at the same time. But only one building is highlighted that you can build from then you need to use Tab to tab between the different buildings.

For example to build 5 zealots from 5 Gateways that are bind to hotkey 5.

5, z, Tab, z, Tab, z, Tab, z, Tab, z,

This is also useful if you want to mix up units so instead of pressing "z" it will use 500 minerals and build 5 zealots you can be more flexible and, lets say, 3 zealots and 2 dragons.

5, z, Tab, z, Tab, z, Tab, d, Tab, d

What do you think?


It's exactly the same thing as unlimited hotkeys only that you switch the 1,2,3,4,5 to Tab instead and you free up more buttons on the keyboard.

A much more usefull version would be to have the gateway or factory auto-tab to the next gateway when you build in the currently selected one.

For noobs you could include a "Shift-Z" which would que up a zealot in every gateway.

So: 1, z,z,z,z,z
waaaaaaaaaaaooooow - Felicia, SPF2:T
prOxi.swAMi
Profile Blog Joined November 2004
Australia3091 Posts
January 30 2008 22:40 GMT
#417
On January 31 2008 07:24 parkin wrote:
Maybe you should be able to select several buildeings at the same time. But only one building is highlighted that you can build from then you need to use Tab to tab between the different buildings.

For example to build 5 zealots from 5 Gateways that are bind to hotkey 5.

5, z, Tab, z, Tab, z, Tab, z, Tab, z,

This is also useful if you want to mix up units so instead of pressing "z" it will use 500 minerals and build 5 zealots you can be more flexible and, lets say, 3 zealots and 2 dragons.

5, z, Tab, z, Tab, z, Tab, d, Tab, d

What do you think?

That's actually quite appealing to me and I'm anti-MBS
Oh no
parkin
Profile Blog Joined July 2007
1080 Posts
January 30 2008 22:42 GMT
#418
On January 31 2008 07:34 CuddlyCuteKitten wrote:
Show nested quote +
On January 31 2008 07:24 parkin wrote:
Maybe you should be able to select several buildeings at the same time. But only one building is highlighted that you can build from then you need to use Tab to tab between the different buildings.

For example to build 5 zealots from 5 Gateways that are bind to hotkey 5.

5, z, Tab, z, Tab, z, Tab, z, Tab, z,

This is also useful if you want to mix up units so instead of pressing "z" it will use 500 minerals and build 5 zealots you can be more flexible and, lets say, 3 zealots and 2 dragons.

5, z, Tab, z, Tab, z, Tab, d, Tab, d

What do you think?


It's exactly the same thing as unlimited hotkeys only that you switch the 1,2,3,4,5 to Tab instead and you free up more buttons on the keyboard.

A much more usefull version would be to have the gateway or factory auto-tab to the next gateway when you build in the currently selected one.

For noobs you could include a "Shift-Z" which would que up a zealot in every gateway.

So: 1, z,z,z,z,z


That would be a good idea if you want to reduce macroing even more and make it easier for new players. My wish is that there will be no MBS at all but that wont happen. I hope theyll find a good compromise
mostly harmless
CuddlyCuteKitten
Profile Joined January 2004
Sweden2620 Posts
January 30 2008 22:50 GMT
#419
On January 31 2008 07:42 parkin wrote:
Show nested quote +
On January 31 2008 07:34 CuddlyCuteKitten wrote:
On January 31 2008 07:24 parkin wrote:
Maybe you should be able to select several buildeings at the same time. But only one building is highlighted that you can build from then you need to use Tab to tab between the different buildings.

For example to build 5 zealots from 5 Gateways that are bind to hotkey 5.

5, z, Tab, z, Tab, z, Tab, z, Tab, z,

This is also useful if you want to mix up units so instead of pressing "z" it will use 500 minerals and build 5 zealots you can be more flexible and, lets say, 3 zealots and 2 dragons.

5, z, Tab, z, Tab, z, Tab, d, Tab, d

What do you think?


It's exactly the same thing as unlimited hotkeys only that you switch the 1,2,3,4,5 to Tab instead and you free up more buttons on the keyboard.

A much more usefull version would be to have the gateway or factory auto-tab to the next gateway when you build in the currently selected one.

For noobs you could include a "Shift-Z" which would que up a zealot in every gateway.

So: 1, z,z,z,z,z


That would be a good idea if you want to reduce macroing even more and make it easier for new players. My wish is that there will be no MBS at all but that wont happen. I hope theyll find a good compromise


Macro is =/= ammount of clicks per unit. Nada has 450 APM and one or two clicks per vulture doesn't really matter to him since he can make 7,5 of those clicks per second.
So removing those extra (tab) clicks for the rest of us is just a logical development of the UI since they don't really matter.

Similarly allowing new players to build out of all gateways at the same time if they wish doesn't really change anything except make the newbie very, very happy when he can spend his 2000 minerals with just 4 clicks despite his 30 APM (likely only have 5 gatways so there will be a bit of queing involved).

If your going to implement anything (basically do people want their extra hotkeys or not?) I think it would be the perfect system. There's no harm in adding features that only new players need as a crutch, it only helps to get them into the game.
waaaaaaaaaaaooooow - Felicia, SPF2:T
parkin
Profile Blog Joined July 2007
1080 Posts
January 30 2008 22:52 GMT
#420
On January 31 2008 07:50 CuddlyCuteKitten wrote:
Show nested quote +
On January 31 2008 07:42 parkin wrote:
On January 31 2008 07:34 CuddlyCuteKitten wrote:
On January 31 2008 07:24 parkin wrote:
Maybe you should be able to select several buildeings at the same time. But only one building is highlighted that you can build from then you need to use Tab to tab between the different buildings.

For example to build 5 zealots from 5 Gateways that are bind to hotkey 5.

5, z, Tab, z, Tab, z, Tab, z, Tab, z,

This is also useful if you want to mix up units so instead of pressing "z" it will use 500 minerals and build 5 zealots you can be more flexible and, lets say, 3 zealots and 2 dragons.

5, z, Tab, z, Tab, z, Tab, d, Tab, d

What do you think?


It's exactly the same thing as unlimited hotkeys only that you switch the 1,2,3,4,5 to Tab instead and you free up more buttons on the keyboard.

A much more usefull version would be to have the gateway or factory auto-tab to the next gateway when you build in the currently selected one.

For noobs you could include a "Shift-Z" which would que up a zealot in every gateway.

So: 1, z,z,z,z,z


That would be a good idea if you want to reduce macroing even more and make it easier for new players. My wish is that there will be no MBS at all but that wont happen. I hope theyll find a good compromise


Macro is =/= ammount of clicks per unit. Nada has 450 APM and one or two clicks per vulture doesn't really matter to him since he can make 7,5 of those clicks per second.
So removing those extra (tab) clicks for the rest of us is just a logical development of the UI since they don't really matter.

Similarly allowing new players to build out of all gateways at the same time if they wish doesn't really change anything except make the newbie very, very happy when he can spend his 2000 minerals with just 4 clicks despite his 30 APM (likely only have 5 gatways so there will be a bit of queing involved).

If your going to implement anything (basically do people want their extra hotkeys or not?) I think it would be the perfect system. There's no harm in adding features that only new players need as a crutch, it only helps to get them into the game.


Youre right^^
mostly harmless
prOxi.swAMi
Profile Blog Joined November 2004
Australia3091 Posts
January 30 2008 23:37 GMT
#421
Players don't need MBS as a crutch to get them into the game. If it were true nobody would've ever got into sc.
Oh no
Wraithlin
Profile Joined October 2007
United Kingdom50 Posts
Last Edited: 2008-01-31 01:02:46
January 31 2008 00:58 GMT
#422
People didnt need MBS when the best SC player in the world had 100 apm.
People need help getting going now if you dont want every new player to quit after being crushed in the first 10 or so BNet games.

[e]
I find it ironic that after 20 pages we are baco to "Macro = button clicks".
Sorry but the main arguement against MBS is that it allows a plyer to macro without taking his focus off his army, how is that any different from 1z2z3z... with unlimited hotkeys. The issue is that the player can build all his units without taking his screen off his army, not that mbs reduces army building from 10 clicks to 1 click.

If you are arguing that unlimited hotkeys is ok, but MBS is not then you are arguing that macro is nothing but hitting keys quickly. And you have undermined arguments from the anti-MBS crowd that have been propping up this thread for so long.

And yet people like Testie want more hotkeys ....
Fuu
Profile Joined May 2006
198 Posts
January 31 2008 02:10 GMT
#423
On January 31 2008 09:58 Wraithlin wrote:
If you are arguing that unlimited hotkeys is ok, but MBS is not then you are arguing that macro is nothing but hitting keys quickly. And you have undermined arguments from the anti-MBS crowd that have been propping up this thread for so long.

And yet people like Testie want more hotkeys ....


Or we'd argue that a 'part' of macro is indeed taking the time to HIT some keys.

hahaha, really you're posting all over this topic without even understanding the bases. I don't blame you though, it's the same here for many others.
SoleSteeler
Profile Joined April 2003
Canada5427 Posts
January 31 2008 02:38 GMT
#424
On January 31 2008 09:58 Wraithlin wrote:
People didnt need MBS when the best SC player in the world had 100 apm.
People need help getting going now if you dont want every new player to quit after being crushed in the first 10 or so BNet games.





This will not happen in an AMM system, they might lose their first couple games (maybe not), and then start playing people who are worse and worse (aka, their own skill level)

MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
Last Edited: 2008-01-31 09:08:19
January 31 2008 05:09 GMT
#425
On January 31 2008 02:05 CuddlyCuteKitten wrote:
Show nested quote +
On January 30 2008 07:07 MyLostTemple wrote:
where in the fuck are you getting the idea DAs arn't used competitvely because their too micro intensive. firstly DAs are used competitively, especially in PvZ but also in PvP at times. the problem is you have to morph two DTs to make a DA.... most of the time that's not very COST EFFECTIVE because dts are very valuble and more versitle than DAs are. DAs are only required late late game. I can't believe you actually think medic abilities arn't used because their too micro intensive, lol. Medics absolutely need their energy to heal marines, not blind units. And if you mean restoration there are too few instances to use this, unless ofcourse you got parasited... but then again how often do players get queens? not too often because they're not very COST EFFECTIVE either.

obviously a player can still macro slightly faster by not using MBS. The problem is that they arn't peanalized as much for getting behind. There is also no risk for double queing with MBS where there is for SBS. That's bad.

also, when a metagame forms there WILL be moments when players can and can not attack each other. when they can't attack each other they must macro, but not with such ease. i'm also all for more hotkeys, i think that would be great.


I can agree with you on the queens but the rest is bullshit. A DA is what, 250 mins, 200 gas, starts with feedback which costs 50 mana.
Mid to late game you see pros throwing away HT's like candy sometimes even sacrificing to try to get storms in on a static army. If you can afford 5 or 6 HT's in your army you can afford 250/200 for a unit that will pay for itself if it manages to use it's ability twice, especially since it's very likely that it will allways have the mana to do that and since it's hard to snipe.
Same thing against zergs who run their defilers up to plauge armies even more often (and which is harder to stop). If pro's could do it they would.
And yes they use them at times but it's rare (just look at the comments on games when they do bring them out) even though they *allways* have the avalible tech to do so.

Medics? Medics are 50/25 a single vessel is 100/225 and restore is 50.
You think it would have been used more if it required less energy? Doubtfull, just add two more medics or so and use restore ONLY when you can pull back vessels safely after a irradiate run which ended badly and it would still be worth it. Just to much micro involved to do it even for pros.

It's not cost effective when it comes to time but it's easily cost effective when it comes to resources.

Also anyone who think BW is 50/50 macro/micro is deluded. If you measure by importance it's more like 40/60 or even higher towards macro. Extreme macro is a requirment to be able to figth in the higher leauges today. Extreme micro may win you a few games but a lack of macro will loose you most games. Why do you think the game is evolving towards more and more macro? Because it's what you win games by so pro's work more towards it, which proves that it's more important.

I don't see the problem in switching so it's 60/40 towards micro. Just like there is "micro" players today there will be macro players tomorow, it's just that the ratio will change.
Perhaps not even enough to make micro more important than macro, perhaps macro will still be on top, just not as much.



No.

Firstly you need DTs early and mid game because map control matters. If i have two DTs i can control many locations on the map, picking off expo drones or spotter lings. Late game more expos are taken, DTs play less of a crucial role because the next places to expand are more obvious and accessable to both players because their tech trees are finished and they both control more of the map. DAs play an incredibliy important role with melee storm vs ultras and feedback, but only late game. Further more feedback is one of the EASIEST spells to cast and micro well in the game. This is due to the fact that feedback has unbelieveable range and has little if any cool down time.

pros DO do this, so i suggest you start watching more proleague games because you sound like a retard. I even see people doing this on iccup FFS.

And using restoration on your own vessels after you irradiate them is the dumbest thing i've ever heard. firstly if your using irriadiate on your vessels then they are most likely not near your army, so irradiate would have worn off by then. But even if your army was near by all you'd need to do is not float your vessels over your own marines. There's no point in using restoration because vessels running from scourge while irriadiated have a higher chance of surviving. So there is basically NO point in waisting medic energy on something as stupid as restoration.

You don't know how to play this game.

MBS just makes things easier for players who are sloopy and can't keep up. It's like the having autocast for macro, it may be more efficient at times to macro it yourself, but in the end your still helping a bad player out which is stupid if your making an esport.
Follow me on twitter: CallMeTasteless
MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
January 31 2008 05:24 GMT
#426
On January 31 2008 09:58 Wraithlin wrote:
People didnt need MBS when the best SC player in the world had 100 apm.
People need help getting going now if you dont want every new player to quit after being crushed in the first 10 or so BNet games.




players who quit after 10 games of SC because they're too upset they can't bind all their buildings to one key probably arn't cut out for RTS games to begin with. I'm sure those people will go back to easy blizzard games like world of warcraft. i'm sure there will be just as many players horrified by the ability for other players to outmicro them or rush them early on. This is just part of the game and i don't see why we need to cater to newbies who are so sensitive they will give up after getting owned 10 games.
Follow me on twitter: CallMeTasteless
BlackSphinx
Profile Joined November 2007
Canada317 Posts
January 31 2008 07:06 GMT
#427
On January 31 2008 08:37 prOxi.swAMi wrote:
Players don't need MBS as a crutch to get them into the game. If it were true nobody would've ever got into sc.


Gee golly whiz, but SC is full of crutches.

12 unit selection up from 9.
Unit queues.
Much easier controls
Slower game speed
It's just Warcraft in space.

That's what was heard when it got released. By the Kali WC2 pro fanbase. Guess what, it didn't turn out too bad. Wc3 was called a noob game too and turned out great as well, beating SC in popularity everywhere but in Korea.

My guess is simple: SC2 will kick ass as well. But seriously, if the game is going to hold so much micro and ability opportunities, macro needs to be made a bit easier. which is not much, because you'll still have to manually use the buildings for unit mixes.
Wraithlin
Profile Joined October 2007
United Kingdom50 Posts
Last Edited: 2008-01-31 08:47:52
January 31 2008 08:42 GMT
#428
On January 31 2008 11:10 Fuu wrote:
Show nested quote +
On January 31 2008 09:58 Wraithlin wrote:
If you are arguing that unlimited hotkeys is ok, but MBS is not then you are arguing that macro is nothing but hitting keys quickly. And you have undermined arguments from the anti-MBS crowd that have been propping up this thread for so long.

And yet people like Testie want more hotkeys ....


Or we'd argue that a 'part' of macro is indeed taking the time to HIT some keys.

hahaha, really you're posting all over this topic without even understanding the bases. I don't blame you though, it's the same here for many others.


Except we established about 15 pages back that the time is functionally zero. So you are wrong, we are not arguing that the time to hit keys is important, anti-MBS gave up on that idea quite a while ago as a line of argument.

Most pros can macro 10 rax/gateways/whatever in under a second, its not even a thought process for them. The time cost is almost entirely tied up with the fact they have to take their eyes off their map for a seconds; which is why pros want more hotkeys, so they can macro without having to leave their army. But FUNCTIONALLY that is identical to MBS, the difference being between 1 click and 10 clicks.

What you dont understand is the argument to this point.

Macro is not "how fast can I mash a keyboard", thats a pretty mundane mechanical skill. More importantly its a skill that only matters at lower levels of the game, for pro players the time cost in building units is functionally 0 or as close to zero as it can get. So the argument is "Do you want lower level games decided by who can hit their keyboard faster" and hey, no we dont. YOU might like that, but you have a vested interest in the status quo.

So the question becomes "How does MBS lower macro, if macro is not just keyboard mashing". The anti-MBS line is that MBS will simplify macro because you never need to leave oyur army: look at MyLostTemples post a few pages back where his very argument hinges around being able to macro without leaving his army. Now tell me how, functionally, MBS and more hotkeys are different in this sense. Both allow you to macro without leaving your armies, but one is "pro" and "endorsed by pros" and one is "Noob" and "Ruining the game".

Its hypocracy born of ignorance, poor logic, and ultimately elitism. The SC elite have a vested interests in a game and skillset they have already developed and are, understandably trying to maintain that status-quo. Im going to go out on a limb and bet that MBS goes in whatever people argue here on the forums.


MyLostTemple:
I disagree, there are alot of younger players who are going to want pretty immediate gratification in the forum of sucess, and some of these guys are the players of the future.

Do you think Kasparov fell in love with Chess by being destroyed for his first 1000+ games, or do you think he was encouraged because his parent and tutors let him taste success?
Yes appropriate elo rating matchs are a big part of this, but lowering the barrier to entry is never a bad thing for any sport. More people = more competition.
MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
Last Edited: 2008-01-31 09:13:32
January 31 2008 09:00 GMT
#429
i don't see how macro suddenly became mindless button mashing... i'm guessing you don't play this game much. macroing dosn't always take around a second to do like your saying it does. There are obviously moments where macroing is easier for minutes at a time, like late game when your tech tree is finished and you have x/200 supply. the problem is that MBS takes one giant chunk out of macro and dosn't fill that viod with anything else. Blizzard already has a micro rts out: warcraft 3. Not supprisingly many SC gamers find wc3 boring to play and even more boring to watch. There is a large amount of gamers who want a new macro RTS with micro involved too, like the old SC. Lower level games arn't decided by "who can hit their keyboard faster." There are many factors, some low level players have great strategy, some have great micro, others have great macro. It's interesting at low level games to see how strenghts and weeknesses play out becuase SC is so diverse. If your going to talk about macro, you should really understand what role it plays. It's high high level games where macro starts to take 60 precent of the game and micro about 40 precent. That's not the fault of SBS, that's because good players know when to engage and when not to engage.

Removing MBS and adding more hotkeys is a better solution. MBS dosn't have the risk of double queing... something that can happen often if using SBS. Since SBS is still slightly faster than MBS players who are better are put at a larger risk of double queing since ultimately SBS methods could be faster. Now i don't see why a fast player needs to be punished for something and a bad player rewarded in another area. That sounds like a crappy esport. More hotkeys allows for more diverse hotkey setups, a skill that starcraft has more so than warcraft 3. That would keep SC2 more like SC and not like war3.

elitism?... well Starcraft is comprised of the best RTS gamers in the world, i suppose we are elitist because we're proud that we own at the most challenging game in the world. Even war3 players often tell me they know SC takes more skill. Blizzard has some big shoes to fill too... i don't think those feet will fit with MBS automing and the other newbifications attached. I, and many other SC gamers, want to see this ultimiate competitive esport carried on into future generations, not swallowed up in newbifications that deter from it's competitive style.

There are already many new gamers to SC who are young and fresh. I know some who are 14, even a 13 year old in korea that plays pretty damn well at the PC bang i live next to. You have far too much doubt in the future gamer generation. Not everyone will pick up this game and want to go pro, there will be tons of UMSers and BGHers. Keep MBS as a setting and we can have another community of people who can't handle intense competition and dicipline. I just hope blizzard dosn't think like you.

And i don't think your kasprov argument holds any weight. He was a genius and a prefectionist. He hated losing so much he spent his entire life mastering chess. Your idea of this game involves lowering the skill ceiling... as if it won't have enough of a fan base on it's release.
Follow me on twitter: CallMeTasteless
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
January 31 2008 09:18 GMT
#430
I'm waaaaaaay too tired to read through all of this right now but I just need to respond to this:
Most pros can macro 10 rax/gateways/whatever in under a second, its not even a thought process for them. The time cost is almost entirely tied up with the fact they have to take their eyes off their map for a seconds; which is why pros want more hotkeys, so they can macro without having to leave their army. But FUNCTIONALLY that is identical to MBS, the difference being between 1 click and 10 clicks.

Uhu. That's right, 4z5z6z7z8z9z0z is only marginally slower than 4z, but what about when you have 25 gateways? Suddenly you move from something that takes a bit of time to do to "1 click 25 units", or 2 clicks 12+13 units of whatever type.

What about for terran when you play TvZ, there's no way you'll have more than what, 5 rax keyed? The rest will be going to your army/comsats. MBS would be a pretty huge change here, as it'd suddenly allow you to key all your rax, your fac, your starports and still have keys left over for your units.


Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Unentschieden
Profile Joined August 2007
Germany1471 Posts
January 31 2008 10:04 GMT
#431
On January 31 2008 18:00 MyLostTemple wrote:
Removing MBS and adding more hotkeys is a better solution.


Let´s just do that. Easier Micro AND Macro for everyone.
Wraithlin
Profile Joined October 2007
United Kingdom50 Posts
Last Edited: 2008-01-31 11:46:56
January 31 2008 11:25 GMT
#432
On January 31 2008 18:00 MyLostTemple wrote:
i don't see how macro suddenly became mindless button mashing... i'm guessing you don't play this game much. macroing dosn't always take around a second to do like your saying it does.


I was entirely replying to this:
On January 31 2008 11:10 Fuu wrote:
Or we'd argue that a 'part' of macro is indeed taking the time to HIT some keys.

hahaha, really you're posting all over this topic without even understanding the bases. I don't blame you though, it's the same here for many others.


I was not arguing macro is mindless button mashing, I was infact entirely agreeing with you, MyLostTemple, that macro is division of time and attention. I was disagreeing with fu who said "Macro is how long you take to hit 1z2z3z4z5z and therefore MBS destroys macro."

Further, macro is more than building units, but we are focusing on unit production because this is the only aspect of macro affected by MBS: unit upgrades, supply increase, expanding, directing workers, moving up the tech tree etc are not influenced by MBS at all. So no, macro does not take about a second, but building units does, FPVoDs show that pros spend at most 1-2seconds building units; if you blink you will miss it. Infact, if you want to follow that line you automatically must conceed that MBS will have only a marginal effect because it affects only on part of the many activites comprising macro.

MyLostTemple and Frozen.
I ask you to read MyLostTemples post about momentum. His argument (simplified) is that because MBS doesnt require the zerg player to return to his hatcheries and take his eye off his army, it makes it easier for him to control his army and preserve his advantage. I ask you to consider wether, given unlimited hotkeys, he would not have that same advantage?

Frozen, you yourself refered to this: At some point you run out of hotkeys and have to return to click-selection. Its at that point that you take your eyes off your army, you have to divert your attention rather than go through an automatic series of button pushes with one hand while still focusing on your army.

There is even a quote from pro players in this thread indicating that, at the highest level, training revolves not about mechanics, which are assumed, but where to divide their attention. Unlimited hotkeys removes this division of attention because the player will learn to simply hit a longer chain of keys without having to think about it, from muscular memory of the actions.

Unlimited hotkeys and MBS have the same influence on macro at the very top levels because the limitng factor is not APM, but having to divide attention. At lower levels unlimited hotkeys favours old players over new, while MBS favours neither.

[e]
To a reasonable point, there are human limitations on say, trying to hotkey more than 20-25 groups, and functional issues to do with keyboard size and layout.
CuddlyCuteKitten
Profile Joined January 2004
Sweden2620 Posts
Last Edited: 2008-01-31 12:01:37
January 31 2008 12:01 GMT
#433
On January 31 2008 14:09 MyLostTemple wrote:
Show nested quote +
On January 31 2008 02:05 CuddlyCuteKitten wrote:
On January 30 2008 07:07 MyLostTemple wrote:
where in the fuck are you getting the idea DAs arn't used competitvely because their too micro intensive. firstly DAs are used competitively, especially in PvZ but also in PvP at times. the problem is you have to morph two DTs to make a DA.... most of the time that's not very COST EFFECTIVE because dts are very valuble and more versitle than DAs are. DAs are only required late late game. I can't believe you actually think medic abilities arn't used because their too micro intensive, lol. Medics absolutely need their energy to heal marines, not blind units. And if you mean restoration there are too few instances to use this, unless ofcourse you got parasited... but then again how often do players get queens? not too often because they're not very COST EFFECTIVE either.

obviously a player can still macro slightly faster by not using MBS. The problem is that they arn't peanalized as much for getting behind. There is also no risk for double queing with MBS where there is for SBS. That's bad.

also, when a metagame forms there WILL be moments when players can and can not attack each other. when they can't attack each other they must macro, but not with such ease. i'm also all for more hotkeys, i think that would be great.


I can agree with you on the queens but the rest is bullshit. A DA is what, 250 mins, 200 gas, starts with feedback which costs 50 mana.
Mid to late game you see pros throwing away HT's like candy sometimes even sacrificing to try to get storms in on a static army. If you can afford 5 or 6 HT's in your army you can afford 250/200 for a unit that will pay for itself if it manages to use it's ability twice, especially since it's very likely that it will allways have the mana to do that and since it's hard to snipe.

Same thing against zergs who run their defilers up to plauge armies even more often (and which is harder to stop). If pro's could do it they would.
And yes they use them at times but it's rare (just look at the comments on games when they do bring them out) even though they *allways* have the avalible tech to do so.

Medics? Medics are 50/25 a single vessel is 100/225 and restore is 50.
You think it would have been used more if it required less energy? Doubtfull, just add two more medics or so and use restore ONLY when you can pull back vessels safely after a irradiate run which ended badly and it would still be worth it. Just to much micro involved to do it even for pros.

It's not cost effective when it comes to time but it's easily cost effective when it comes to resources.

Also anyone who think BW is 50/50 macro/micro is deluded. If you measure by importance it's more like 40/60 or even higher towards macro. Extreme macro is a requirment to be able to figth in the higher leauges today. Extreme micro may win you a few games but a lack of macro will loose you most games. Why do you think the game is evolving towards more and more macro? Because it's what you win games by so pro's work more towards it, which proves that it's more important.

I don't see the problem in switching so it's 60/40 towards micro. Just like there is "micro" players today there will be macro players tomorow, it's just that the ratio will change.
Perhaps not even enough to make micro more important than macro, perhaps macro will still be on top, just not as much.


No.

Firstly you need DTs early and mid game because map control matters. If i have two DTs i can control many locations on the map, picking off expo drones or spotter lings. Late game more expos are taken, DTs play less of a crucial role because the next places to expand are more obvious and accessable to both players because their tech trees are finished and they both control more of the map. DAs play an incredibliy important role with melee storm vs ultras and feedback, but only late game. Further more feedback is one of the EASIEST spells to cast and micro well in the game. This is due to the fact that feedback has unbelieveable range and has little if any cool down time.

pros DO do this, so i suggest you start watching more proleague games because you sound like a retard. I even see people doing this on iccup FFS.

And using restoration on your own vessels after you irradiate them is the dumbest thing i've ever heard. firstly if your using irriadiate on your vessels then they are most likely not near your army, so irradiate would have worn off by then. But even if your army was near by all you'd need to do is not float your vessels over your own marines. There's no point in using restoration because vessels running from scourge while irriadiated have a higher chance of surviving. So there is basically NO point in waisting medic energy on something as stupid as restoration.

You don't know how to play this game.

MBS just makes things easier for players who are sloopy and can't keep up. It's like the having autocast for macro, it may be more efficient at times to macro it yourself, but in the end your still helping a bad player out which is stupid if your making an esport.


Work on your reading comprehension.
Work on your elitism.
Work on your logic.
Work on at least trying to keep the same train of arguments in the thread instead of changing your opinion every 10 pages.
Work on your manner.

Then come talk to me. Because rigth now your bringing nothing to the debate except rabid, incoherent babbling and I think you realise this yourself.
waaaaaaaaaaaooooow - Felicia, SPF2:T
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2008-01-31 13:53:38
January 31 2008 12:58 GMT
#434
Bleh, maybe I'll read through the thread, not like I have anything better to do (flu fucking sucks -.-).
For whatever it's worth, unlimited hotkeys doesn't really strike me as a good thing, just gonna get cluttered.

It would still be much more demanding than MBS tho, but I don't really like either option.

EDIT: Also, my argument is mostly that as the game goes on, MBS becomes more and more effective compared to hotkeying, even unlimited hotkeying as there's eventually a point (as you said yourself) where you won't be able to keep up + clicking 25 hotkeys is gonna take a significant amount of time as well.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Unentschieden
Profile Joined August 2007
Germany1471 Posts
January 31 2008 14:30 GMT
#435
But don´t the anti-MBS arguers WANT that producing units takes time? MBS is a real advantage when you just want to produce and it is irrelevant WHAT you produce, or where. At that point it is a war of attrution a state that should be avoided from a Gameplay perspective.

A homogenous production in time and kind is, strictly speaking, ineffective unless pure mass makes up for inadequate forces. That is called the "Tank Rush", the original term for bad balancing in RTS.



CuddlyCuteKitten
Profile Joined January 2004
Sweden2620 Posts
January 31 2008 14:49 GMT
#436
On January 31 2008 21:58 FrozenArbiter wrote:
Bleh, maybe I'll read through the thread, not like I have anything better to do (flu fucking sucks -.-).
For whatever it's worth, unlimited hotkeys doesn't really strike me as a good thing, just gonna get cluttered.

It would still be much more demanding than MBS tho, but I don't really like either option.

EDIT: Also, my argument is mostly that as the game goes on, MBS becomes more and more effective compared to hotkeying, even unlimited hotkeying as there's eventually a point (as you said yourself) where you won't be able to keep up + clicking 25 hotkeys is gonna take a significant amount of time as well.


Not really. 25 hotkeys would take Nada about 7 seconds if you count 2 clicks per production facility or about 4 if it auto tabs. Regardless, why would he build from his 25 production facilities at the same time? It's much easier to just let 300-400 mins build up and then take a second or two to activate 4 production facilities when you have the spare time.
As long as you have hotkeys that's not hard to do at all. I can do it while microing mutas as long as I have hotkeyed hatches with avalible larva at hand and I have 120 APM. Just keep one eye at the gas level and when it hits 100 you go 7sm8sz and back to mutas.
It's starts being troublesome when I have to many zerglings and mutas and I have to go back to manually find some idle larva, that's when your micro starts to suffer. Before that you can allways find a small window of opportunity to build something (if nothing else just fly away for 3 seconds).
waaaaaaaaaaaooooow - Felicia, SPF2:T
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2008-01-31 15:19:12
January 31 2008 15:13 GMT
#437
Ok, your typical protoss setup would look something like... 123 units, 4567890 gateways. Maybe 567890 gateways.

Having 25 hotkeys would be a much bigger increase in practice simply because you can't take the speed with which they click 7 hotkeys and just apply it to a 25 hotkey system.

Where are you gonna put the 25 hotkeys? Are you going to take into account the way bigger likelihood of error? The fact that 7 seconds without microing is gonna be pretty much a certain death if you are in battle, unlike 4z5d producing 25 units with MBS.

I just don't think more hotkeys can be considered an equivalent to MBS, and I don't even really care much about the MBS debate anymore (ie I'm gonna wait til beta and see what happens).

As for the comment about why you should wait until you have enough minerals to build out of all your gates/rax at once, well, that's why I said MBS has a much bigger impact late game. When you have 4k minerals, clicking 4m to build 15 marines is pretty much optimal.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
CuddlyCuteKitten
Profile Joined January 2004
Sweden2620 Posts
January 31 2008 15:18 GMT
#438
I assume they'd solve it like most games: F1 1234567890 --> F2 1234567890 --> F3 1234567890.
At least that's they way I'd do it. Even if you just use F1-8 you have 40 potential hotkeys that are easy to reach. Of course I think Blizzard have stated that users will be able to customize their hotkeys so I guess one could pick any one of them. (The numpad has 18 hotkeys if nothing else).
waaaaaaaaaaaooooow - Felicia, SPF2:T
maybenexttime
Profile Blog Joined November 2006
Poland5558 Posts
January 31 2008 17:03 GMT
#439
By hotkeys they meant things like "m" for Marine.
almostfamous
Profile Joined January 2008
United States10 Posts
Last Edited: 2008-01-31 17:10:32
January 31 2008 17:10 GMT
#440
On February 01 2008 00:18 CuddlyCuteKitten wrote:
(The numpad has 18 hotkeys if nothing else).



Not everybody who plays has a numberpad, so thats not an option.
Life is short but sweet for certain, so we'll climb on two by two.
CuddlyCuteKitten
Profile Joined January 2004
Sweden2620 Posts
January 31 2008 17:24 GMT
#441
On February 01 2008 02:10 almostfamous wrote:
Show nested quote +
On February 01 2008 00:18 CuddlyCuteKitten wrote:
(The numpad has 18 hotkeys if nothing else).



Not everybody who plays has a numberpad, so thats not an option.


It is if you can set up your keys yourself.
waaaaaaaaaaaooooow - Felicia, SPF2:T
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
Last Edited: 2008-01-31 17:28:14
January 31 2008 17:27 GMT
#442
On January 31 2008 09:58 Wraithlin wrote:
People didnt need MBS when the best SC player in the world had 100 apm.
People need help getting going now if you dont want every new player to quit after being crushed in the first 10 or so BNet games.

[e]
I find it ironic that after 20 pages we are baco to "Macro = button clicks".
Sorry but the main arguement against MBS is that it allows a plyer to macro without taking his focus off his army, how is that any different from 1z2z3z... with unlimited hotkeys. The issue is that the player can build all his units without taking his screen off his army, not that mbs reduces army building from 10 clicks to 1 click.

If you are arguing that unlimited hotkeys is ok, but MBS is not then you are arguing that macro is nothing but hitting keys quickly. And you have undermined arguments from the anti-MBS crowd that have been propping up this thread for so long.

And yet people like Testie want more hotkeys ....


There are still plenty of people, even after 10 years, who have sub 100 APM. and APM doesnt give you an unsurmountable advantage anyways.

It is definitely possible for a new player to come in and still find games of their skill level. There are plenty of people who dont macro properly and cant multitask, especially at the lower levels.

Yes, people wont be able to come in and become progamers without practice if mbs is missing.

But do you really think they should?

A game isnt accessible if a noob can come in and easily become a progamer. A game's accessibility is based on whether a player can find people their own skill level. And even in BW, we see that people can.
SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
Last Edited: 2008-01-31 17:39:53
January 31 2008 17:39 GMT
#443
SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
Wraithlin
Profile Joined October 2007
United Kingdom50 Posts
Last Edited: 2008-01-31 20:32:01
January 31 2008 20:15 GMT
#444
On February 01 2008 02:27 fusionsdf wrote:
It is definitely possible for a new player to come in and still find games of their skill level. There are plenty of people who dont macro properly and cant multitask, especially at the lower levels.



Oh REALLY ?
Thats why the last half dozen threads along the lines of "Im new and never win, what am I doing wrong?" have been answered with "Yeah you will go 1-100 because some guy disconnects on you, just keep playing".
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
January 31 2008 20:23 GMT
#445
On February 01 2008 05:15 Wraithlin wrote:
Show nested quote +
On February 01 2008 02:27 fusionsdf wrote:
It is definitely possible for a new player to come in and still find games of their skill level. There are plenty of people who dont macro properly and cant multitask, especially at the lower levels.



Oh REALLY ?
thats why the last half dozen threads along the lines of "Im new and never win, what am I doing worng" have basically been answered with "Yeah you will go 1-100 because some guy disconnects on you, just keep playing".


Read his post and then yours. You're not even arguing the same thing.
Moderator
MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
Last Edited: 2008-02-01 02:47:50
February 01 2008 02:31 GMT
#446
On January 31 2008 21:01 CuddlyCuteKitten wrote:
Show nested quote +
On January 31 2008 14:09 MyLostTemple wrote:
On January 31 2008 02:05 CuddlyCuteKitten wrote:
On January 30 2008 07:07 MyLostTemple wrote:
where in the fuck are you getting the idea DAs arn't used competitvely because their too micro intensive. firstly DAs are used competitively, especially in PvZ but also in PvP at times. the problem is you have to morph two DTs to make a DA.... most of the time that's not very COST EFFECTIVE because dts are very valuble and more versitle than DAs are. DAs are only required late late game. I can't believe you actually think medic abilities arn't used because their too micro intensive, lol. Medics absolutely need their energy to heal marines, not blind units. And if you mean restoration there are too few instances to use this, unless ofcourse you got parasited... but then again how often do players get queens? not too often because they're not very COST EFFECTIVE either.

obviously a player can still macro slightly faster by not using MBS. The problem is that they arn't peanalized as much for getting behind. There is also no risk for double queing with MBS where there is for SBS. That's bad.

also, when a metagame forms there WILL be moments when players can and can not attack each other. when they can't attack each other they must macro, but not with such ease. i'm also all for more hotkeys, i think that would be great.


I can agree with you on the queens but the rest is bullshit. A DA is what, 250 mins, 200 gas, starts with feedback which costs 50 mana.
Mid to late game you see pros throwing away HT's like candy sometimes even sacrificing to try to get storms in on a static army. If you can afford 5 or 6 HT's in your army you can afford 250/200 for a unit that will pay for itself if it manages to use it's ability twice, especially since it's very likely that it will allways have the mana to do that and since it's hard to snipe.

Same thing against zergs who run their defilers up to plauge armies even more often (and which is harder to stop). If pro's could do it they would.
And yes they use them at times but it's rare (just look at the comments on games when they do bring them out) even though they *allways* have the avalible tech to do so.

Medics? Medics are 50/25 a single vessel is 100/225 and restore is 50.
You think it would have been used more if it required less energy? Doubtfull, just add two more medics or so and use restore ONLY when you can pull back vessels safely after a irradiate run which ended badly and it would still be worth it. Just to much micro involved to do it even for pros.

It's not cost effective when it comes to time but it's easily cost effective when it comes to resources.

Also anyone who think BW is 50/50 macro/micro is deluded. If you measure by importance it's more like 40/60 or even higher towards macro. Extreme macro is a requirment to be able to figth in the higher leauges today. Extreme micro may win you a few games but a lack of macro will loose you most games. Why do you think the game is evolving towards more and more macro? Because it's what you win games by so pro's work more towards it, which proves that it's more important.

I don't see the problem in switching so it's 60/40 towards micro. Just like there is "micro" players today there will be macro players tomorow, it's just that the ratio will change.
Perhaps not even enough to make micro more important than macro, perhaps macro will still be on top, just not as much.


No.

Firstly you need DTs early and mid game because map control matters. If i have two DTs i can control many locations on the map, picking off expo drones or spotter lings. Late game more expos are taken, DTs play less of a crucial role because the next places to expand are more obvious and accessable to both players because their tech trees are finished and they both control more of the map. DAs play an incredibliy important role with melee storm vs ultras and feedback, but only late game. Further more feedback is one of the EASIEST spells to cast and micro well in the game. This is due to the fact that feedback has unbelieveable range and has little if any cool down time.

pros DO do this, so i suggest you start watching more proleague games because you sound like a retard. I even see people doing this on iccup FFS.

And using restoration on your own vessels after you irradiate them is the dumbest thing i've ever heard. firstly if your using irriadiate on your vessels then they are most likely not near your army, so irradiate would have worn off by then. But even if your army was near by all you'd need to do is not float your vessels over your own marines. There's no point in using restoration because vessels running from scourge while irriadiated have a higher chance of surviving. So there is basically NO point in waisting medic energy on something as stupid as restoration.

You don't know how to play this game.

MBS just makes things easier for players who are sloopy and can't keep up. It's like the having autocast for macro, it may be more efficient at times to macro it yourself, but in the end your still helping a bad player out which is stupid if your making an esport.


Work on your reading comprehension.
Work on your elitism.
Work on your logic.
Work on at least trying to keep the same train of arguments in the thread instead of changing your opinion every 10 pages.
Work on your manner.

Then come talk to me. Because rigth now your bringing nothing to the debate except rabid, incoherent babbling and I think you realise this yourself.



If i'm being overly rude i apologize but when someone is saying information about this game that is simply incorrect i wont hesitate to put them in their place. i've done it before and i'll do it again. anyone who thinks medics should be waisting mana restoring vessels after they've irradiated them dosn't know how to play this game.

your arguing that progamers can't preform complex micro with specific units becuase the macro burden is too heavy. In actuality many of these abilities arn't cost effective. There's nothing incoherent about my arguments.
Follow me on twitter: CallMeTasteless
MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
Last Edited: 2008-02-01 02:48:12
February 01 2008 02:44 GMT
#447
On January 31 2008 11:10 Fuu wrote:


MyLostTemple and Frozen.
I ask you to read MyLostTemples post about momentum. His argument (simplified) is that because MBS doesnt require the zerg player to return to his hatcheries and take his eye off his army, it makes it easier for him to control his army and preserve his advantage. I ask you to consider wether, given unlimited hotkeys, he would not have that same advantage?


No, it's not the same. he has to bind every single hatchery and take the time to make every keystroke. It's more time consuming and another skill the player has to master. More skill sets equals a better esport.
Follow me on twitter: CallMeTasteless
0xDEADBEEF
Profile Joined September 2007
Germany1235 Posts
February 01 2008 04:15 GMT
#448
On February 01 2008 11:44 MyLostTemple wrote:
More skill sets equals a better esport.


Not really true.
It only depends on how hard it is to advance in the given skill sets, and that the given skill sets are impossible to master for a human. Which means that there's always room for improvement, and pros will always perform it better than others.
The problem is: the more skill sets you add, the worse a player will do within each of those sets.
Imagine we had even more tasks to do in SC. The game would become more boring actually (except for the players themselves, who are under extreme pressure of course). Nothing that happens on the screen will be impressive. Their macro would be terrible, their micro terrible, and all the other tasks terrible too. And casual gamers would do really horrible.
Now some of the pro MBS side feel that SC has evolved to a point where macro has become slightly too important. Someone here made a good point about why micro is always more risky and macro is always more rewarding in SC. Because if you try to micro to save a unit, you might fuck up and lose it none the less. Whereas if you just would have let that unit die and built a new one during that time, you were guaranteed to have that unit "alive again" a few seconds later.
This basically means that reducing the macro aspect a little bit (by adding MBS) will lead to a more balanced game, and it will also probably be more impressive for spectators because they'll see more spectacular actions which are impossible in current SC.
Phyre
Profile Blog Joined December 2006
United States1288 Posts
February 01 2008 04:35 GMT
#449
On February 01 2008 13:15 0xDEADBEEF wrote:
Show nested quote +
On February 01 2008 11:44 MyLostTemple wrote:
More skill sets equals a better esport.

This basically means that reducing the macro aspect a little bit (by adding MBS) will lead to a more balanced game, and it will also probably be more impressive for spectators because they'll see more spectacular actions which are impossible in current SC.

Less macro, more micro = better spectator sport? WC3 was designed to be more micro intensive and all but eliminate macro and it tends to be one of the more boring games to watch in my opinion. Granted there are other factors involved in WC3's lack of spectator allure but I'm saying that more taking out macro and replacing it with micro doesn't necessarily make for a better spectator sport.
"Oh no, I got you with your pants... on your face... That's not how you wear pants." - Nintu, catching 1 hatch lurks.
Meh
Profile Joined January 2008
Sweden458 Posts
Last Edited: 2008-02-01 16:51:56
February 01 2008 05:17 GMT
#450
On February 01 2008 11:31 MyLostTemple wrote:
Show nested quote +
On January 31 2008 21:01 CuddlyCuteKitten wrote:
On January 31 2008 14:09 MyLostTemple wrote:
On January 31 2008 02:05 CuddlyCuteKitten wrote:
On January 30 2008 07:07 MyLostTemple wrote:
where in the fuck are you getting the idea DAs arn't used competitvely because their too micro intensive. firstly DAs are used competitively, especially in PvZ but also in PvP at times. the problem is you have to morph two DTs to make a DA.... most of the time that's not very COST EFFECTIVE because dts are very valuble and more versitle than DAs are. DAs are only required late late game. I can't believe you actually think medic abilities arn't used because their too micro intensive, lol. Medics absolutely need their energy to heal marines, not blind units. And if you mean restoration there are too few instances to use this, unless ofcourse you got parasited... but then again how often do players get queens? not too often because they're not very COST EFFECTIVE either.

obviously a player can still macro slightly faster by not using MBS. The problem is that they arn't peanalized as much for getting behind. There is also no risk for double queing with MBS where there is for SBS. That's bad.

also, when a metagame forms there WILL be moments when players can and can not attack each other. when they can't attack each other they must macro, but not with such ease. i'm also all for more hotkeys, i think that would be great.


I can agree with you on the queens but the rest is bullshit. A DA is what, 250 mins, 200 gas, starts with feedback which costs 50 mana.
Mid to late game you see pros throwing away HT's like candy sometimes even sacrificing to try to get storms in on a static army. If you can afford 5 or 6 HT's in your army you can afford 250/200 for a unit that will pay for itself if it manages to use it's ability twice, especially since it's very likely that it will allways have the mana to do that and since it's hard to snipe.

Same thing against zergs who run their defilers up to plauge armies even more often (and which is harder to stop). If pro's could do it they would.
And yes they use them at times but it's rare (just look at the comments on games when they do bring them out) even though they *allways* have the avalible tech to do so.

Medics? Medics are 50/25 a single vessel is 100/225 and restore is 50.
You think it would have been used more if it required less energy? Doubtfull, just add two more medics or so and use restore ONLY when you can pull back vessels safely after a irradiate run which ended badly and it would still be worth it. Just to much micro involved to do it even for pros.

It's not cost effective when it comes to time but it's easily cost effective when it comes to resources.

Also anyone who think BW is 50/50 macro/micro is deluded. If you measure by importance it's more like 40/60 or even higher towards macro. Extreme macro is a requirment to be able to figth in the higher leauges today. Extreme micro may win you a few games but a lack of macro will loose you most games. Why do you think the game is evolving towards more and more macro? Because it's what you win games by so pro's work more towards it, which proves that it's more important.

I don't see the problem in switching so it's 60/40 towards micro. Just like there is "micro" players today there will be macro players tomorow, it's just that the ratio will change.
Perhaps not even enough to make micro more important than macro, perhaps macro will still be on top, just not as much.


No.

Firstly you need DTs early and mid game because map control matters. If i have two DTs i can control many locations on the map, picking off expo drones or spotter lings. Late game more expos are taken, DTs play less of a crucial role because the next places to expand are more obvious and accessable to both players because their tech trees are finished and they both control more of the map. DAs play an incredibliy important role with melee storm vs ultras and feedback, but only late game. Further more feedback is one of the EASIEST spells to cast and micro well in the game. This is due to the fact that feedback has unbelieveable range and has little if any cool down time.

pros DO do this, so i suggest you start watching more proleague games because you sound like a retard. I even see people doing this on iccup FFS.

And using restoration on your own vessels after you irradiate them is the dumbest thing i've ever heard. firstly if your using irriadiate on your vessels then they are most likely not near your army, so irradiate would have worn off by then. But even if your army was near by all you'd need to do is not float your vessels over your own marines. There's no point in using restoration because vessels running from scourge while irriadiated have a higher chance of surviving. So there is basically NO point in waisting medic energy on something as stupid as restoration.

You don't know how to play this game.

MBS just makes things easier for players who are sloopy and can't keep up. It's like the having autocast for macro, it may be more efficient at times to macro it yourself, but in the end your still helping a bad player out which is stupid if your making an esport.


Work on your reading comprehension.
Work on your elitism.
Work on your logic.
Work on at least trying to keep the same train of arguments in the thread instead of changing your opinion every 10 pages.
Work on your manner.

Then come talk to me. Because rigth now your bringing nothing to the debate except rabid, incoherent babbling and I think you realise this yourself.



If i'm being overly rude i apologize but when someone is saying information about this game that is simply incorrect i wont hesitate to put them in their place. i've done it before and i'll do it again. anyone who thinks medics should be waisting mana restoring vessels after they've irradiated them dosn't know how to play this game.

your arguing that progamers can't preform complex micro with specific units becuase the macro burden is too heavy. In actuality many of these abilities arn't cost effective. There's nothing incoherent about my arguments.


I thought the idea was to restore vessels who got plagued, not who had irradiated themselves, and restoration for those would imo be something worth wasting and extra pair of medic's mana on. Of course, worth it or not, there is still the issue of not having time to do so. It's been said before, but seeing as how even progamers rarely use presumably cost-efficient abilities (things such as EMP, Hallucination, Feedback, Lockdown, Ensnare etc) simply because they already have too much on their plate, imho if MBS could give them the seconds they need to do it, by all means implement the goddamned thing, would be fun to see at least one TvP out of 10 that consists of more casters than Templars, Arbiters and the very occasional Science Vessel. You don't think hallucinated Zealots soaking up mines and hits are worth a storm? Or 50 mana off a DA to remove the threat of plague or swarm? Surely you are not arguing that Ensnare doesn't rape vs a group of M&Ms or basically a group of anything running the other way? These abilities are cost-efficient in terms of resources (though could be moreso), just not in time spent getting and deploying them. There is not enough time.

I love the fast pace in Starcraft, but it's still refreshing when I see Queens, Dark Archons and Ghosts in replays or VODs, and even if whomever uses them ends up losing, I still enjoy watching their games far more than someone who pulls off his thousandth perfectly macroed horde of Tanks, Vultures and Gholiats against someone who pulls off his thousandth perfectly macroed horde of Dragoons, Zealots and Templars or maybe [insert pro here]'s thousandth perfectly macroed horde of Zerglings, Ultralisks and Defilers.

I daydream of getting in successful nukes in 1vs1, of locking down Carriers so that they cant flee from my Gholiats and of stealing or instagibbing Ultralisks with Mind Control and Broodling. As it is, I'm too slow to even keep my production going at times, even though knowing that since even pros from Korea can't pull this crap off (even though they live, breathe and masturbate this game) it's pretty obvious that I won't be managing it anytime soon. But if I can't do it by a longshot, it would at least be nice if someone could, but nobody can, partly I would think because they are too busy clicking their fucking factories!
"Difficult task balancing! So I will continue to gaebaljin gemhamyeo balancing. But we are exceptional talent!" - Blizzard
BlackSphinx
Profile Joined November 2007
Canada317 Posts
February 01 2008 05:37 GMT
#451
On February 01 2008 13:35 Phyre wrote:
Show nested quote +
On February 01 2008 13:15 0xDEADBEEF wrote:
On February 01 2008 11:44 MyLostTemple wrote:
More skill sets equals a better esport.

This basically means that reducing the macro aspect a little bit (by adding MBS) will lead to a more balanced game, and it will also probably be more impressive for spectators because they'll see more spectacular actions which are impossible in current SC.

Less macro, more micro = better spectator sport? WC3 was designed to be more micro intensive and all but eliminate macro and it tends to be one of the more boring games to watch in my opinion. Granted there are other factors involved in WC3's lack of spectator allure but I'm saying that more taking out macro and replacing it with micro doesn't necessarily make for a better spectator sport.


This does not stem from macro or micro, but the speed of the game and the amount of units.

A game with large amount of units, fast, and very good looking tricks will wow spectators.
Phyre
Profile Blog Joined December 2006
United States1288 Posts
February 01 2008 05:51 GMT
#452
@Meh: Minor note, but if you're going to bold the word "thousandth" 3 times in short order, you might want to spell check it.

A good number of the spells you listed aren't cost effective as far as I know, thus wouldn't be used even if the players had the attention/time to use them if they wanted to. Hallucination for example I'm fairly sure is far outclassed by storm. Ensnare is very very situation specific and doesn't really justify the cost of a queen in my opinion. You also mention mind control or broodling on Ultras, both of which seem like very poor choices or unlikely situations. Why would you want to MC just one Ultra when you could Maelstrom a group? Also, if you MC you only get 1 then your DA will most likely bite the dust or it will be awhile before it can cast MC again. Broodlings on an Ultra seems an unlikely setup since I don't remember seeing all that many ultras in ZvZ. Someone correct me if I'm wrong there, I don't watch too many ZvZs.

I don't think the progamers don't do these fancy maneuvers because they can't. Rather they choose not to for the aforementioned reasons most of the time.
"Oh no, I got you with your pants... on your face... That's not how you wear pants." - Nintu, catching 1 hatch lurks.
Waves
Profile Joined August 2007
Australia185 Posts
February 01 2008 06:02 GMT
#453
Dustin Browder recently explained the workings of the protoss Warp-In mechanic on the official forums.

He apparently considers Warp-In to be something that not only rewards skilled players with better results, but that rewards a player for spending extra time on their macro.

Note that Warp-In requires you to hotkey and click once for every unit you produce, even though you can select all your warp gates at once using MBS.

Perhaps Warp-In is one of the pro-macro features some of you have been hoping for?

(Tying the range of Warp-In to pylon power also addresses the territory-independent production concerns raised by BluzMan all those months ago, but that's a topic for another thread.)

Phyre
Profile Blog Joined December 2006
United States1288 Posts
Last Edited: 2008-02-01 06:34:15
February 01 2008 06:31 GMT
#454
edit: nevermind, misread it.
"Oh no, I got you with your pants... on your face... That's not how you wear pants." - Nintu, catching 1 hatch lurks.
0xDEADBEEF
Profile Joined September 2007
Germany1235 Posts
Last Edited: 2008-02-01 07:09:52
February 01 2008 06:40 GMT
#455
Well, it sounds strange if you say "pro gamers don't have the time to do that". It's maybe better to say: they don't want to risk doing it.
Take a queen with ensnare for example, in ZvT matchup. The unit is very fragile, and you might not aim correctly. So if you don't hit correctly (aiming might take time, and you don't have enough of it) or the queen dies, it's very bad for you. Your opponent would be ahead immediately, because you have 200 gas less (queen + upgrade. I'm not including queen's nest because you need that anyway because in late game you simply need defilers).
Also, we see less and less lurker/ling flanks in pro ZvTs. Instead, pros almost always rush to defilers, using mutas and just a few lurks to buy time (burrow, retreat, burrow, ...). If a queen were viable, then lurker/ling in mid game would be stronger again. There would be 2 options instead of 1. Either you rush to defilers or you have the choice between lurk/ling/queen or defiler rush.
In current SC, it seems that only defiler rush is the best option. If the players had more options available, the game would be even more interesting.

In any case, regardless of whether this is a good example or not, or if others have made good examples or not. It should be obvious that MBS gives you a few seconds more time for micro, and this time will be used, and then "crazy" strategies (whatever it may be in detail) would be viable, making the game more fun for spectators, and maybe for the players too. Definately for the casual gamers, but probably also for the pros. They just need to think about SC in a different way than before, which can be hard if you've played this for so many years.

[edited for a better understanding]
InterWill
Profile Joined September 2007
Sweden117 Posts
February 01 2008 08:14 GMT
#456
On February 01 2008 15:02 Waves wrote:
Dustin Browder recently explained the workings of the protoss Warp-In mechanic on the official forums.

He apparently considers Warp-In to be something that not only rewards skilled players with better results, but that rewards a player for spending extra time on their macro.

Note that Warp-In requires you to hotkey and click once for every unit you produce, even though you can select all your warp gates at once using MBS.

Perhaps Warp-In is one of the pro-macro features some of you have been hoping for?

(Tying the range of Warp-In to pylon power also addresses the territory-independent production concerns raised by BluzMan all those months ago, but that's a topic for another thread.)



This makes sense. With MBS, and units not costing anything to queue up, you can lower the barrier of entry to for lesser players. They just have to select their buildings, queue up a bunch of stuff and can then focus on other things for long periods of time.

Of course, skilled players will want to deploy all their units whereever they see fit. However, in order to do so, they must:
a) click the required hotkey once per unit
b) click deploy once per unit
c) time it to the cooldown of the unit (so to not lose time)

It's a really clever way of solving some of the problems that a streamlined introduces. Ideally, you want to make macroing as hard for skilled players as it always was, while making it easier for lesser skilled players to lower the barrier of entry. This balance can realistically only be maintained if both have to make some sacrifices.

The lesser players can sacrifice the ability to deploy units where they are needed for easier macro.
The skilled players can sacrifice easier macro for the ability to deploy their units where they are needed.

In practice, this feature isn't really feasible for lesser players since so much time would be spent either waiting for the cooldown or sitting with the cooldown up and not using it. It essentially makes removes the "free unit queue" which was mentioned earlier in this thread, and the downsides would hardly make up for the benefits for a less skilled player.

For skilled players, the ability to reinforce your army where you have pylon coverage, regardless of where your gateways are located is worth a ton. If they can use their superior speed and control to achieve this, they will.

So, lesser skilled players get MBS and "free" unit queues while skilled players get warpin but have to 1) use more keystrokes per unit and 2) time their production perfectly. Sounds like a fair trade, and a clever idea from Blizzard.
Fen
Profile Blog Joined June 2006
Australia1848 Posts
February 01 2008 08:15 GMT
#457
On February 01 2008 13:15 0xDEADBEEF wrote:
The problem is: the more skill sets you add, the worse a player will do within each of those sets.
Imagine we had even more tasks to do in SC. The game would become more boring actually (except for the players themselves, who are under extreme pressure of course). Nothing that happens on the screen will be impressive. Their macro would be terrible, their micro terrible, and all the other tasks terrible too.


Impressive is a relative term. Things that few can do are impressive. When everyone can do something, it becomes less impressive. If you look back at starcraft games years ago, youll notice that they arent very impressive. This is due however to the fact that we compare to what people do today not to what people were doing back then. This also is the biggest flaw (IMO) of warcraft 3. Nothing is impressive, because nothing is hard to do. Add MBS and automine, and players running 5 expansions and a keeping their food limit maxed will not be impressive, while it would be now. So macrowise, what can we expect people to do that is impressive? I cannot think of anything.
Waves
Profile Joined August 2007
Australia185 Posts
February 01 2008 08:37 GMT
#458
On February 01 2008 17:15 Fen wrote:So macrowise, what can we expect people to do that is impressive? I cannot think of anything.


How about really excellent use of Warp-In? See my post above for extra context about Warp-In.

Now, Warp-In may not be enough by itself (certainly not by your standards, I would assume), but Blizzard did say they were trying to come up with ways to reward time spent on macro as well. For all we know, the mechanics of Warp-In is just the first of those things they've mentioned.
Fen
Profile Blog Joined June 2006
Australia1848 Posts
Last Edited: 2008-02-01 08:53:02
February 01 2008 08:52 GMT
#459
Warp-In isnt bad, but I dont see it being all that much different from the way we use buildings at the moment. So periods of oldschool macro is not really something that can compensate. Im not condemming the game just yet, Im just voicing concern.

When I heard about the warp-in, I thought the cooldown timer was going to be the same for all protoss buildings (not the teleporting part). Does anyone else think that that would be a cooler way to distinguish between building styles of the 3 races?
Waves
Profile Joined August 2007
Australia185 Posts
Last Edited: 2008-02-01 09:07:18
February 01 2008 09:04 GMT
#460
On February 01 2008 17:52 Fen wrote:
Warp-In isnt bad, but I dont see it being all that much different from the way we use buildings at the moment. So periods of oldschool macro is not really something that can compensate. Im not condemming the game just yet, Im just voicing concern.


Well I gather that good players use Warp-In full time once they have the tech for it (weaker players can't keep up with the click rate and attention). So it's not just periods of it, it's most of the game. It might even require much more view-switching than old-style macro, since instead of just going back to look at you gateways all grouped together, you might be actively trying to warp in units to three different places around the map.

On February 01 2008 17:52 Fen wrote:When I heard about the warp-in, I thought the cooldown timer was going to be the same for all protoss buildings (not the teleporting part). Does anyone else think that that would be a cooler way to distinguish between building styles of the 3 races?


What do you mean by that? That protoss units should pop out very quickly when built, but that the building then goes into a cooldown phase during which it can't build anything? It's sort of interesting, but I think it would be too hard for weaker protoss players to cope with. It would mean they had no build queues.
CuddlyCuteKitten
Profile Joined January 2004
Sweden2620 Posts
February 01 2008 09:04 GMT
#461
On February 01 2008 11:31 MyLostTemple wrote:
Show nested quote +
On January 31 2008 21:01 CuddlyCuteKitten wrote:
On January 31 2008 14:09 MyLostTemple wrote:
On January 31 2008 02:05 CuddlyCuteKitten wrote:
On January 30 2008 07:07 MyLostTemple wrote:
where in the fuck are you getting the idea DAs arn't used competitvely because their too micro intensive. firstly DAs are used competitively, especially in PvZ but also in PvP at times. the problem is you have to morph two DTs to make a DA.... most of the time that's not very COST EFFECTIVE because dts are very valuble and more versitle than DAs are. DAs are only required late late game. I can't believe you actually think medic abilities arn't used because their too micro intensive, lol. Medics absolutely need their energy to heal marines, not blind units. And if you mean restoration there are too few instances to use this, unless ofcourse you got parasited... but then again how often do players get queens? not too often because they're not very COST EFFECTIVE either.

obviously a player can still macro slightly faster by not using MBS. The problem is that they arn't peanalized as much for getting behind. There is also no risk for double queing with MBS where there is for SBS. That's bad.

also, when a metagame forms there WILL be moments when players can and can not attack each other. when they can't attack each other they must macro, but not with such ease. i'm also all for more hotkeys, i think that would be great.


I can agree with you on the queens but the rest is bullshit. A DA is what, 250 mins, 200 gas, starts with feedback which costs 50 mana.
Mid to late game you see pros throwing away HT's like candy sometimes even sacrificing to try to get storms in on a static army. If you can afford 5 or 6 HT's in your army you can afford 250/200 for a unit that will pay for itself if it manages to use it's ability twice, especially since it's very likely that it will allways have the mana to do that and since it's hard to snipe.

Same thing against zergs who run their defilers up to plauge armies even more often (and which is harder to stop). If pro's could do it they would.
And yes they use them at times but it's rare (just look at the comments on games when they do bring them out) even though they *allways* have the avalible tech to do so.

Medics? Medics are 50/25 a single vessel is 100/225 and restore is 50.
You think it would have been used more if it required less energy? Doubtfull, just add two more medics or so and use restore ONLY when you can pull back vessels safely after a irradiate run which ended badly and it would still be worth it. Just to much micro involved to do it even for pros.

It's not cost effective when it comes to time but it's easily cost effective when it comes to resources.

Also anyone who think BW is 50/50 macro/micro is deluded. If you measure by importance it's more like 40/60 or even higher towards macro. Extreme macro is a requirment to be able to figth in the higher leauges today. Extreme micro may win you a few games but a lack of macro will loose you most games. Why do you think the game is evolving towards more and more macro? Because it's what you win games by so pro's work more towards it, which proves that it's more important.

I don't see the problem in switching so it's 60/40 towards micro. Just like there is "micro" players today there will be macro players tomorow, it's just that the ratio will change.
Perhaps not even enough to make micro more important than macro, perhaps macro will still be on top, just not as much.


No.

Firstly you need DTs early and mid game because map control matters. If i have two DTs i can control many locations on the map, picking off expo drones or spotter lings. Late game more expos are taken, DTs play less of a crucial role because the next places to expand are more obvious and accessable to both players because their tech trees are finished and they both control more of the map. DAs play an incredibliy important role with melee storm vs ultras and feedback, but only late game. Further more feedback is one of the EASIEST spells to cast and micro well in the game. This is due to the fact that feedback has unbelieveable range and has little if any cool down time.

pros DO do this, so i suggest you start watching more proleague games because you sound like a retard. I even see people doing this on iccup FFS.

And using restoration on your own vessels after you irradiate them is the dumbest thing i've ever heard. firstly if your using irriadiate on your vessels then they are most likely not near your army, so irradiate would have worn off by then. But even if your army was near by all you'd need to do is not float your vessels over your own marines. There's no point in using restoration because vessels running from scourge while irriadiated have a higher chance of surviving. So there is basically NO point in waisting medic energy on something as stupid as restoration.

You don't know how to play this game.

MBS just makes things easier for players who are sloopy and can't keep up. It's like the having autocast for macro, it may be more efficient at times to macro it yourself, but in the end your still helping a bad player out which is stupid if your making an esport.


Work on your reading comprehension.
Work on your elitism.
Work on your logic.
Work on at least trying to keep the same train of arguments in the thread instead of changing your opinion every 10 pages.
Work on your manner.

Then come talk to me. Because rigth now your bringing nothing to the debate except rabid, incoherent babbling and I think you realise this yourself.



If i'm being overly rude i apologize but when someone is saying information about this game that is simply incorrect i wont hesitate to put them in their place. i've done it before and i'll do it again. anyone who thinks medics should be waisting mana restoring vessels after they've irradiated them dosn't know how to play this game.

your arguing that progamers can't preform complex micro with specific units becuase the macro burden is too heavy. In actuality many of these abilities arn't cost effective. There's nothing incoherent about my arguments.


Doubtfull, just add two more medics or so and use restore ONLY when you can pull back vessels safely after a irradiate run which ended badly and it would still be worth it. Just to much micro involved to do it even for pros.

Where in this sentence to I mention removing irradiate from vessels? For anyone with a basic knowledge of starcraft and some understanding of the English language (and within the context of the subject) it's pretty clear what I mean. Others seem to get it.

Irradiate run = flying away with your vessels to irradiate things like ultras and defilers. A pretty common strategy in TvZ.
Ending badly = One of the defilers getting in a nice plauge.

Net effect is that you have a lot of plauged vessels hovering over your idling army since the zerg can't kill them rigth after the plauge. This happens rather frequently and would be a perfect time to restore the vessels.

Work on your reading comprehension.
Work on your elitism.
Work on your logic.
Work on at least trying to keep the same train of arguments in the thread instead of changing your opinion every 10 pages.
Work on your manner.


Then come talk to me. Because rigth now your bringing nothing to the debate except rabid, incoherent babbling and I think you realise this yourself.
waaaaaaaaaaaooooow - Felicia, SPF2:T
MyLostTemple *
Profile Blog Joined November 2004
United States2921 Posts
Last Edited: 2008-02-01 09:41:25
February 01 2008 09:28 GMT
#462
OOPS LOL

however i still don't think necessarily cost effective to spend extra energy on restoration. too much gas for the upgrade and the spell itself. it's cheaper to just repair them after it wears off. if it was say... 15 energy, well maybe that would be a diffrent story. the units and abilities you don't see in starcraft are not used simply because of their stats or cost efficency, not becuase of the macro burden. so while i apparently can't read my argument is still valid.
Follow me on twitter: CallMeTasteless
Fen
Profile Blog Joined June 2006
Australia1848 Posts
Last Edited: 2008-02-01 10:18:11
February 01 2008 10:15 GMT
#463
On February 01 2008 18:04 Waves wrote:
What do you mean by that? That protoss units should pop out very quickly when built, but that the building then goes into a cooldown phase during which it can't build anything? It's sort of interesting, but I think it would be too hard for weaker protoss players to cope with. It would mean they had no build queues.


Well yeah, the protoss buildings charge up their energy or whatever. Then when someone gives the order to build a zealot, a second later its there. The gateway then recharges, with the recharge time being dependant on what unit is built. It would fit well with lore and would provide an interesting new playstyle.

For example, a protoss players might not bother building units until the enemy is on their doorstep, and then as the enemy is walking up their ramp, they tell their gateways to produce, and they have an instant army to fight with. Downsides of this are the fact that you would have to keep the money in your bank to pay for those units, so its adds a bit of a dynamic as to should a protoss save his money for a just in case, should he be more risky etc. Also, it would be good if an enemy is in your base, rather than to just go 5z and have a zealot at a random gateway, you could select the gateway that allows you to block off a section with the produced unit etc. I think there would be a lot of interesting tricks that protoss players could perform.

Ques would still work, just it would work in reverse, so you get the unit before having to pay for the cooldown. Most importantly this would give protoss a very unique style, seeing as currently it is the same as the terran's.

The teleporting ability would still be an upgrade for your buildings, that has whatever limitations blizzard thinks is good.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
February 01 2008 10:34 GMT
#464
I think they didn´t add queues because they don´t have a satisfactionary solution what to do with queued units once the "target" spot is no longer "Pyloned".

Impressive strategies are risky strategies. Macro is "playing it safe", as I argued before and therefore booring. Take a look at the SClegays "Pimpest Plays". Most of them are the gameplay equivalent to Russian Rulette. Perfect execution is not enough, there needs to be the "thrill" of possible spectecuar failure. Only a minority of Pros today is willing to take risks leading to repetative games.

There is basically no risk involved with Macro, making it uniteresteing for spectators. Why are nukes so awesome? Other games have them (or a equvalent) too but a C&C nuke is never as awesome as a succesfull SC nuke, even though the C&C nuke is better animated than the whole of SC.
Waves
Profile Joined August 2007
Australia185 Posts
Last Edited: 2008-02-01 10:58:16
February 01 2008 10:55 GMT
#465
On February 01 2008 19:15 Fen wrote:
Ques would still work, just it would work in reverse, so you get the unit before having to pay for the cooldown. Most importantly this would give protoss a very unique style, seeing as currently it is the same as the terran's.


I'm not sure if you understood my point about queues. The reason for a queue (in this context) is to allow a weaker player to improve their macro a bit by queuing up their units so they aren't having to constantly remember to go back and build them.

It's less efficient than building them one at a time, just as the resources come in, but it's quite a help for weaker players nevertheless. As Dustin said in his description of the Warp-In process, weaker players will switch their warp gates back to gateways in order to get the production queues back and help their macro, whereas strong players who can macro well without an queues will just leave them as warp gates all the time.

If you remove that ability to 'store' clicks then weak protoss players could have a lot of trouble against weak players of the other two races.
Fen
Profile Blog Joined June 2006
Australia1848 Posts
February 01 2008 14:20 GMT
#466
On February 01 2008 19:55 Waves wrote:
Show nested quote +
On February 01 2008 19:15 Fen wrote:
Ques would still work, just it would work in reverse, so you get the unit before having to pay for the cooldown. Most importantly this would give protoss a very unique style, seeing as currently it is the same as the terran's.

If you remove that ability to 'store' clicks then weak protoss players could have a lot of trouble against weak players of the other two races.


Could you please explain what you mean by storing clicks? Im not sure I understand your argument.
CuddlyCuteKitten
Profile Joined January 2004
Sweden2620 Posts
February 01 2008 14:38 GMT
#467
On February 01 2008 23:20 Fen wrote:
Show nested quote +
On February 01 2008 19:55 Waves wrote:
On February 01 2008 19:15 Fen wrote:
Ques would still work, just it would work in reverse, so you get the unit before having to pay for the cooldown. Most importantly this would give protoss a very unique style, seeing as currently it is the same as the terran's.

If you remove that ability to 'store' clicks then weak protoss players could have a lot of trouble against weak players of the other two races.


Could you please explain what you mean by storing clicks? Im not sure I understand your argument.


I think he means that a weaker player can que 5 zealots in their gateways. For a good player this would be bad for their macro but a new player doesn't have the skill to go back everytime something has finished building. He needs to be able to "store" his klicks in the gateway by queing up several zealots so that he can focus on something else or he wouldn't be able to build them at all.

So if one race cannot do this then on the noob level the other races have a serious advantage.
waaaaaaaaaaaooooow - Felicia, SPF2:T
Unentschieden
Profile Joined August 2007
Germany1471 Posts
February 01 2008 15:37 GMT
#468
It is not about competativness.
Imagine learning to play like learning to ride bikes. Before you can ride fast you need to learn to balance. You get support wheels(?) for that. Once you can balance they only slow you down.

Queues and MBS are the same as support wheels. They make learning the game a lot easier but for "serious" playing they are more or less useless. But it helps new players not to fall flat on their face.

Meh
Profile Joined January 2008
Sweden458 Posts
February 01 2008 16:50 GMT
#469
On February 01 2008 14:51 Phyre wrote:
@Meh: Minor note, but if you're going to bold the word "thousandth" 3 times in short order, you might want to spell check it.

A good number of the spells you listed aren't cost effective as far as I know, thus wouldn't be used even if the players had the attention/time to use them if they wanted to. Hallucination for example I'm fairly sure is far outclassed by storm. Ensnare is very very situation specific and doesn't really justify the cost of a queen in my opinion. You also mention mind control or broodling on Ultras, both of which seem like very poor choices or unlikely situations. Why would you want to MC just one Ultra when you could Maelstrom a group? Also, if you MC you only get 1 then your DA will most likely bite the dust or it will be awhile before it can cast MC again. Broodlings on an Ultra seems an unlikely setup since I don't remember seeing all that many ultras in ZvZ. Someone correct me if I'm wrong there, I don't watch too many ZvZs.

I don't think the progamers don't do these fancy maneuvers because they can't. Rather they choose not to for the aforementioned reasons most of the time.


Gurr, edited :p

As far as the use of hallucination, whether a storm is better than two hallucinated units is kind of hard to decide, because their application and execution are so different. Hallucination, I believe, costs 25 more energy than storm. It gives two fake units that are indistinguishable from real ones, besides the amount of dmg they can take, which, theoretically, in bulk could offload alot of damage from your real units. Also worth noting is that the best time to cast it would be right before you go into battle, making sure they are indeed used at all, whereas storm is never a guarantee since Templars are a high-priority target once the fighting starts, and a dozen Templars with full mana can be rendered useless by one EMP. See, it's debatable, and extra hard to tell just because nobody uses Hallucination in progames so we have yet to see how good it can be in practice.

I did put in a paranthesis about the fact that some casters could be more cost-efficient. Queens are such a unit, with their cost being too high and their spells costing slightly to much mana. But if one did manage to aim right etc, ensnare and broodling could really turn the tide of a battle. In one of the faster paced ZvP that I've played that I actually WON, I won because I had four Queens broodling four templars at the start of the fight, meaning he only got off one storm. More would have made it gg. There is nothing in the Zerg arsenal that kills faster, easier, from a greater range and with greater chance of success than Spawn Broodling, and they are ideal for crucial units such as Templars. I've used Queens vs Terran as well, but in that matchup the cost of Broodling is too high for any single Terran unit, but on the other hand Ensnare REALLY raped, because my opponent couldn't run out of the swarms in time, or flee to minimize damages when I got an upper hand.

Now the MC and Broodling on Ultras was just something I like to daydream about, because how annoying wouldn't it be for a Zerg to send five Ultras into battle and instantly lose four, either to broodlings or to the other side? Just for funsies, but as you mentioned Maelstrom is of far more application. That clip from most pimpest plays when someone, I forgot who, kept an entire Zerg armada Maelstrommed while he slaughtered them was just priceless. Excellent use of a rarely seen caster, one which can practically win a game for you.
"Difficult task balancing! So I will continue to gaebaljin gemhamyeo balancing. But we are exceptional talent!" - Blizzard
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
February 01 2008 18:06 GMT
#470
On February 02 2008 01:50 Meh wrote:

Gurr, edited :p

As far as the use of hallucination, whether a storm is better than two hallucinated units is kind of hard to decide, because their application and execution are so different. Hallucination, I believe, costs 25 more energy than storm. It gives two fake units that are indistinguishable from real ones, besides the amount of dmg they can take, which, theoretically, in bulk could offload alot of damage from your real units. Also worth noting is that the best time to cast it would be right before you go into battle, making sure they are indeed used at all, whereas storm is never a guarantee since Templars are a high-priority target once the fighting starts, and a dozen Templars with full mana can be rendered useless by one EMP. See, it's debatable, and extra hard to tell just because nobody uses Hallucination in progames so we have yet to see how good it can be in practice.

I did put in a paranthesis about the fact that some casters could be more cost-efficient. Queens are such a unit, with their cost being too high and their spells costing slightly to much mana. But if one did manage to aim right etc, ensnare and broodling could really turn the tide of a battle. In one of the faster paced ZvP that I've played that I actually WON, I won because I had four Queens broodling four templars at the start of the fight, meaning he only got off one storm. More would have made it gg. There is nothing in the Zerg arsenal that kills faster, easier, from a greater range and with greater chance of success than Spawn Broodling, and they are ideal for crucial units such as Templars. I've used Queens vs Terran as well, but in that matchup the cost of Broodling is too high for any single Terran unit, but on the other hand Ensnare REALLY raped, because my opponent couldn't run out of the swarms in time, or flee to minimize damages when I got an upper hand.

Now the MC and Broodling on Ultras was just something I like to daydream about, because how annoying wouldn't it be for a Zerg to send five Ultras into battle and instantly lose four, either to broodlings or to the other side? Just for funsies, but as you mentioned Maelstrom is of far more application. That clip from most pimpest plays when someone, I forgot who, kept an entire Zerg armada Maelstrommed while he slaughtered them was just priceless. Excellent use of a rarely seen caster, one which can practically win a game for you.


Hallucinations take double full damage from all sources. You need a whole army of Hallucinations to get to the mines, and still most of them die before getting there. It's much more worthwhile to have a group of tanks take storm damage. Plus, it's more likely to store up energy for 2 storms than 2 hallucinations on a single templar.

Science Vessels aren't really used in T v P, especially when terran goes metal. In a bio game, I guess you could make an argument that EMP would be useful, but in most cases it's silly. Especially when you say it's a potential reason to use Hallucination instead of Psi Storm, which the only reason for hallucination would be mines, which means terran went metal. Plus, a shuttle is a natural palce for Templar, eaning Emp doesn't effect them.

The queen's problem is that Broodling is too damn expensive (mana wise) and ensnare is too gas heavy. Queen delays Hive, delays defilers. Isn't worthwhile in the slightest. Plague >>>> Ensnare, Swarm >>> Ensnare and with Consume, you can do both much more with 1 defiler than an army of queens.

My point is that difficulty to use doesn't have anything to do with MBS. Spells ill-used in BW are ill-used because they aren't very good, not because macro takes too much time. The only exception I can think of is that Lockdown is rarely used because it is too difficult.

Maelstrom doesn't last long enough Imo. I don't know why feedback isn't used more. It would be really handy for Defilers, since a filer neeeds enough energy for feedback to kill it to cast any spells.


That was Grr . . . by the way with the pimp maelstron (can't remeber v who though).
¯\_(ツ)_/¯
Boblion
Profile Blog Joined May 2007
France8043 Posts
February 01 2008 18:29 GMT
#471
On February 02 2008 03:06 GeneralStan wrote:
(can't remeber v who though).

Zerglee i think.
fuck all those elitists brb watching streams of elite players.
Phyre
Profile Blog Joined December 2006
United States1288 Posts
February 01 2008 19:59 GMT
#472
@Meh: Funny thing you mention about Maelstrom not being used, I remember Dreiven making fairly frequent use of it against Ret recently in the Ascension tournament. Might want to check that game out, Dreiven uses it pretty well.

As for your examples, I have this nagging feeling that they were fairly low skill games. No insult intended, but it's sort of like when you here about someone saying "This one time, I MC'ed an SCV and owned him with a 400 pop cap army."

"Oh no, I got you with your pants... on your face... That's not how you wear pants." - Nintu, catching 1 hatch lurks.
Meh
Profile Joined January 2008
Sweden458 Posts
February 02 2008 04:11 GMT
#473
Dreiven vs Ret... PvZ on Loki II, win by Ret? In that case I saw that one :p

Definitely not high skill, was just saying it won the game for me, without me having to be more skilled than I am. Now, the only reason I can think of for not getting Science Vessels when T goes metal is the gas cost, but then again mid-game you're cranking out tanks by the dozen with 2+ exps and one EMP against a protoss is fecking pimp. And from what I've seen you don't stick Templars in Shuttles unless you're intending to drop his mineral line. In battle Shuttles are usually used for Zealot bombing whereas your Templars just come in with the rest of the army. And even if you did stick them in a shuttle, they'd have to come out sooner or later lest they be made totally useless.

I could be totally wrong of course, but it seems to me that there are alot of spells which would completely change how players would have to play certain matchups. Theoretically ofc, and maybe every single angle has been practically exhausted after 10 years, but it feels like that's what people were saying before things like zealot bombing, mutastack harrass, boxers blindspot, Bisu's FE (not sure if he came up with it, I don't keep good track of these things) etc. Or Boxer's nukerush, any idea why that did not become a viable strategy? Surely his opponent didn't suck THAT much that only he would fall for it? How about sending in a shuttle at a protoss/zerg expo with M&M's + a single cloaked Ghost that starts a nuke while scan and Optical Flare keeps the area clear of useable Overlords/Observers? I know, the risk of losing the whole nuke because you can't keep your Ghost alive is a risk, and most people want to play safe, but the lack of innovation in todays proscene is really depressing, everyone just tries to play the generic strats the best they can, and expect no less from their opponents. But seriously, what wouldn't lockdown do for TvP, Disruption web for PvT and PvZ (even that spell is rarely used, even though Bisu could have raped the 5 pooler if he'd just been able to get rid of the spore colonies for a few seconds...), Maelstrom against any given game of PvZ, (Ensnare and Broodling in any ZvP where you find yourself unable to spend your gas and minerals fast enough :3), and ofc nuking.

Needs more cowbell, needs more nuke. How awesome would it be to see a successful nuke in an OSL final? oO Show some balls you powernerd chickens.
"Difficult task balancing! So I will continue to gaebaljin gemhamyeo balancing. But we are exceptional talent!" - Blizzard
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
Last Edited: 2008-02-02 06:04:33
February 02 2008 05:27 GMT
#474
On February 01 2008 18:04 CuddlyCuteKitten wrote:
Show nested quote +
On February 01 2008 11:31 MyLostTemple wrote:
On January 31 2008 21:01 CuddlyCuteKitten wrote:
On January 31 2008 14:09 MyLostTemple wrote:
On January 31 2008 02:05 CuddlyCuteKitten wrote:
On January 30 2008 07:07 MyLostTemple wrote:
where in the fuck are you getting the idea DAs arn't used competitvely because their too micro intensive. firstly DAs are used competitively, especially in PvZ but also in PvP at times. the problem is you have to morph two DTs to make a DA.... most of the time that's not very COST EFFECTIVE because dts are very valuble and more versitle than DAs are. DAs are only required late late game. I can't believe you actually think medic abilities arn't used because their too micro intensive, lol. Medics absolutely need their energy to heal marines, not blind units. And if you mean restoration there are too few instances to use this, unless ofcourse you got parasited... but then again how often do players get queens? not too often because they're not very COST EFFECTIVE either.

obviously a player can still macro slightly faster by not using MBS. The problem is that they arn't peanalized as much for getting behind. There is also no risk for double queing with MBS where there is for SBS. That's bad.

also, when a metagame forms there WILL be moments when players can and can not attack each other. when they can't attack each other they must macro, but not with such ease. i'm also all for more hotkeys, i think that would be great.


I can agree with you on the queens but the rest is bullshit. A DA is what, 250 mins, 200 gas, starts with feedback which costs 50 mana.
Mid to late game you see pros throwing away HT's like candy sometimes even sacrificing to try to get storms in on a static army. If you can afford 5 or 6 HT's in your army you can afford 250/200 for a unit that will pay for itself if it manages to use it's ability twice, especially since it's very likely that it will allways have the mana to do that and since it's hard to snipe.

Same thing against zergs who run their defilers up to plauge armies even more often (and which is harder to stop). If pro's could do it they would.
And yes they use them at times but it's rare (just look at the comments on games when they do bring them out) even though they *allways* have the avalible tech to do so.

Medics? Medics are 50/25 a single vessel is 100/225 and restore is 50.
You think it would have been used more if it required less energy? Doubtfull, just add two more medics or so and use restore ONLY when you can pull back vessels safely after a irradiate run which ended badly and it would still be worth it. Just to much micro involved to do it even for pros.

It's not cost effective when it comes to time but it's easily cost effective when it comes to resources.

Also anyone who think BW is 50/50 macro/micro is deluded. If you measure by importance it's more like 40/60 or even higher towards macro. Extreme macro is a requirment to be able to figth in the higher leauges today. Extreme micro may win you a few games but a lack of macro will loose you most games. Why do you think the game is evolving towards more and more macro? Because it's what you win games by so pro's work more towards it, which proves that it's more important.

I don't see the problem in switching so it's 60/40 towards micro. Just like there is "micro" players today there will be macro players tomorow, it's just that the ratio will change.
Perhaps not even enough to make micro more important than macro, perhaps macro will still be on top, just not as much.


No.

Firstly you need DTs early and mid game because map control matters. If i have two DTs i can control many locations on the map, picking off expo drones or spotter lings. Late game more expos are taken, DTs play less of a crucial role because the next places to expand are more obvious and accessable to both players because their tech trees are finished and they both control more of the map. DAs play an incredibliy important role with melee storm vs ultras and feedback, but only late game. Further more feedback is one of the EASIEST spells to cast and micro well in the game. This is due to the fact that feedback has unbelieveable range and has little if any cool down time.

pros DO do this, so i suggest you start watching more proleague games because you sound like a retard. I even see people doing this on iccup FFS.

And using restoration on your own vessels after you irradiate them is the dumbest thing i've ever heard. firstly if your using irriadiate on your vessels then they are most likely not near your army, so irradiate would have worn off by then. But even if your army was near by all you'd need to do is not float your vessels over your own marines. There's no point in using restoration because vessels running from scourge while irriadiated have a higher chance of surviving. So there is basically NO point in waisting medic energy on something as stupid as restoration.

You don't know how to play this game.

MBS just makes things easier for players who are sloopy and can't keep up. It's like the having autocast for macro, it may be more efficient at times to macro it yourself, but in the end your still helping a bad player out which is stupid if your making an esport.


Work on your reading comprehension.
Work on your elitism.
Work on your logic.
Work on at least trying to keep the same train of arguments in the thread instead of changing your opinion every 10 pages.
Work on your manner.

Then come talk to me. Because rigth now your bringing nothing to the debate except rabid, incoherent babbling and I think you realise this yourself.



If i'm being overly rude i apologize but when someone is saying information about this game that is simply incorrect i wont hesitate to put them in their place. i've done it before and i'll do it again. anyone who thinks medics should be waisting mana restoring vessels after they've irradiated them dosn't know how to play this game.

your arguing that progamers can't preform complex micro with specific units becuase the macro burden is too heavy. In actuality many of these abilities arn't cost effective. There's nothing incoherent about my arguments.


Doubtfull, just add two more medics or so and use restore ONLY when you can pull back vessels safely after a irradiate run which ended badly and it would still be worth it. Just to much micro involved to do it even for pros.

Where in this sentence to I mention removing irradiate from vessels? For anyone with a basic knowledge of starcraft and some understanding of the English language (and within the context of the subject) it's pretty clear what I mean. Others seem to get it.

Irradiate run = flying away with your vessels to irradiate things like ultras and defilers. A pretty common strategy in TvZ.
Ending badly = One of the defilers getting in a nice plauge.

Net effect is that you have a lot of plauged vessels hovering over your idling army since the zerg can't kill them rigth after the plauge. This happens rather frequently and would be a perfect time to restore the vessels.

Work on your reading comprehension.
Work on your elitism.
Work on your logic.
Work on at least trying to keep the same train of arguments in the thread instead of changing your opinion every 10 pages.
Work on your manner.


Then come talk to me. Because rigth now your bringing nothing to the debate except rabid, incoherent babbling and I think you realise this yourself.



I really, for the life of me, dont know how you are getting away with adding insults on to the end of your post directed to a respected forum member, but....

restoration isnt that hard to micro. There are many more micro intensive plays that progamers currently pull off today. If it isnt being used, chances are its not practical for other reasons.

Besides, the choice the player has to make between macro and micro leads to diverse gameplay styles which leads to entertainment.

SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
CuddlyCuteKitten
Profile Joined January 2004
Sweden2620 Posts
Last Edited: 2008-02-02 11:41:32
February 02 2008 11:39 GMT
#475
Being a respected forum member gives you the opportunity to get away with a few things but it doesn't mean that people can't call you out when your an asshole (of course this was over a missunderstanding so it doesn't really count but still). I just got flamed and then I responded to it.
I imagine if it wasn't tastless there would be temp bans involved.

Edit: I didn't actually know it was tastless at first so I actually asked FA to ban him. :D
waaaaaaaaaaaooooow - Felicia, SPF2:T
Unentschieden
Profile Joined August 2007
Germany1471 Posts
February 02 2008 15:51 GMT
#476
On February 02 2008 14:27 fusionsdf wrote:

Besides, the choice the player has to make between macro and micro leads to diverse gameplay styles which leads to entertainment.



That argument is repeated over and over like it would eventually turn true. That wasn´t the case in SC. The concept was made famous in CnC and became famous as the "Tank Rush" - synonymous for bad balance.

If viable outproducing the enemy is always better than outperforming (on the battlefield) because of the various risks interhit to the styles.

SC went against that by making combat units utterly useless without babysitting. For example Siege Tanks: useless if not sieged in the correct position.
We can expect SC2 to eventually introduce a lower time investment revenue cap to the economy. Meaning that eventually both players can´t improve their production (around their expansion strategy) so they actually have to take risks to get the upper hand.

maybenexttime
Profile Blog Joined November 2006
Poland5558 Posts
February 02 2008 16:04 GMT
#477
Isn't being unable to hotkey multiple buildings while being able to either shift-select or drag-select your buildings a good compromise? It requires either hotkeying different structures under separate keys or taking your attention from the battle to move the screen over your base in order to macro properly. This would make Zerg macro more balanced too. What do you think, guys?

From what I gathered, pro-MBS people rarely care about being able to hotkey multiple buildings, while for anti-MBS players it's the main concern.
Fen
Profile Blog Joined June 2006
Australia1848 Posts
February 02 2008 16:11 GMT
#478
On February 03 2008 01:04 maybenexttime wrote:
Isn't being unable to hotkey multiple buildings while being able to either shift-select or drag-select your buildings a good compromise? It requires either hotkeying different structures under separate keys or taking your attention from the battle to move the screen over your base in order to macro properly. This would make Zerg macro more balanced too. What do you think, guys?

From what I gathered, pro-MBS people rarely care about being able to hotkey multiple buildings, while for anti-MBS players it's the main concern.


I was also under the impression that this would be the best way to use it. I dont know why this hasnt been settled yet. If your noob enough to need MBS, then all you want is to go back and be able to double click ure barracks, thats not a problem, as long as your not hotkeying them its fine.
maybenexttime
Profile Blog Joined November 2006
Poland5558 Posts
Last Edited: 2008-02-02 17:08:10
February 02 2008 17:07 GMT
#479
I actually came to this conclusion together with some pro-MBS people on BNet forums, so there's actually a chance we can convince more people.

On the other hand, CowGoMoo said SC2 is unlikely Blizzard will consider that - they're THAT ignorant. :/ Hopefully they change their mind - after all, what stops them from experimenting with it in beta stages, when more people can tell what impact MBS/no MBS has on the game.

He also said that, from what he remembers, currently units queue up in your first producing structure instead of spreading between all of them evenly. I.e. if you press 'z' four times while one Zealot is already being produced, those Zealots will queue up in the very Gateway that's currently training unit(s), meaning you'll have five Zealots in one queue instead of one per each Gateway. Basically you can't constantly spend your money with MBS this way - you'd have to save an even sum (let's say 1000 for 10 Zealots, one per each Gateway) for them not to queue up.

If that was the case in all instances, then this alone would be enough of a compromise since noobs wouldn't care about their units being queued up instead of being produced one at a time, while better players would have to take care of macroing properly not unlike in SC.

I just hope Blizzard finally stops pretending the issue doesn't exist by the way...
CuddlyCuteKitten
Profile Joined January 2004
Sweden2620 Posts
Last Edited: 2008-02-02 17:16:59
February 02 2008 17:13 GMT
#480
I'd be fine with that. Or perhaps a way to bind buildings into "groups" instead of hotkeys. That is you select buildings that you want to be in the same building and then click the "group" command (for examples on how this works see the total war games). Every time you click on a member of the group the default action is to select all of the group but it's not a hotkey so you have to manually click on it or it's icon. It's similar to the double click select only things can be as far offscreen as you want because you have preselected what should be in the group.

Of course it would probably be a good idea to include location hotkeys like they have in BW so you can move quickly between your buildings.

I don't really care if they include one click for each unit or one click to build in all gateways as the default, but I think both options should be avalible as well. I think pro's would appriciate as much finesse as they can get.

Edit: If it does work the way maybenextime says that would be a good compromise as well IMHO.

I think TL should decide on something (or several alternatives) that is agreeable for both sides and then endorse it officially, would be a much greater chance of getting Blizzards attention.
waaaaaaaaaaaooooow - Felicia, SPF2:T
Unentschieden
Profile Joined August 2007
Germany1471 Posts
February 02 2008 17:50 GMT
#481
Blizzard already said that thea won´t follow suggestions that are not based on actuall facts - wich we won´t get untill Beta.
Simply demanding the game to be a SC remake won´t work either - compare WC2 and WC3. MBS is not a central issue for me, I just don´t want the same burdersome control again. In that light a compromise could be even worse than a proper SBS implementation.
maybenexttime
Profile Blog Joined November 2006
Poland5558 Posts
Last Edited: 2008-02-02 18:03:25
February 02 2008 18:01 GMT
#482
They are - CowGoMoo is Blizzard balance tester, and part of SC2 team since January (had to wait 3 months in WoW team before he could join).

Every BlizzCon goer admitted that macro was way too easy. Cow says Zerg macro is even easier. This compromise (not being able to hotkey multiple buildings) would solve that.
1esu
Profile Joined April 2007
United States303 Posts
February 02 2008 19:52 GMT
#483
On February 03 2008 01:04 maybenexttime wrote:
Isn't being unable to hotkey multiple buildings while being able to either shift-select or drag-select your buildings a good compromise? It requires either hotkeying different structures under separate keys or taking your attention from the battle to move the screen over your base in order to macro properly. This would make Zerg macro more balanced too. What do you think, guys?

From what I gathered, pro-MBS people rarely care about being able to hotkey multiple buildings, while for anti-MBS players it's the main concern.


Only problem I can see off the top of my head is that it breaks the game logic - every other time you select multiple units or buildings, you can group them to a hotkey, so why not unit-producing buildings? I wouldn't be surprised if many players think it's a bug the first time they try, and not a feature.
maybenexttime
Profile Blog Joined November 2006
Poland5558 Posts
February 02 2008 20:01 GMT
#484
Well, I meant buildings in general. Also, it's not an option in CNC: Generals, nor in CNC3, so...
Meh
Profile Joined January 2008
Sweden458 Posts
February 02 2008 20:48 GMT
#485
I'm all for the MBS with clicks or groups, excluding the hotkeying. Only issue I have with SBS is the tedium of having to click them one by one.
"Difficult task balancing! So I will continue to gaebaljin gemhamyeo balancing. But we are exceptional talent!" - Blizzard
Unentschieden
Profile Joined August 2007
Germany1471 Posts
February 02 2008 21:32 GMT
#486
Thats exactly the problem: It is tendious.
Gandalf
Profile Joined August 2004
Pakistan1905 Posts
February 02 2008 22:06 GMT
#487
What do you mean by tedious? That you have to click for a couple of seconds to macro? Well, then, micro is far more tedious. Why cant a zealot that is hurt move back by itself? Its got a brain, it should know its hurt and move back. Why do we have to do that, thats just stupid and tedious.

Macro is an important part of starcraft, and its implemented in a manner that requires some effort to perform well, just like micro. And thats exactly what Blizzard should preserve in SC2, even if they change the methods of macro somewhat. If you're looking for a game that isnt "tedious", get a turn based game.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
February 02 2008 23:46 GMT
#488
Turn based games can be just as tendious. Tendious isn´t tiring. Tendious is asking yourself "WHY do I have to do this!? It´s annoying!".

The mayority of the new players will (propably in the 1st campaign mission just like SC) build two barracks, doubleclick and expect to have selected both.
How would you explain to them that they would not be able to do that? Especially if they don´t care about tournaments or Korea and the like.

Why should Macro require mechanical effort? It should require planning, guessing the enemys strategy and adaption. RTS is about merging 2 completely different skillsets.

Micro should on it´s own serve to keep your hands warm. Macro is about keeping your brain busy.
1esu
Profile Joined April 2007
United States303 Posts
February 02 2008 23:52 GMT
#489
On February 03 2008 07:06 Gandalf wrote:
What do you mean by tedious? That you have to click for a couple of seconds to macro? Well, then, micro is far more tedious. Why cant a zealot that is hurt move back by itself? Its got a brain, it should know its hurt and move back. Why do we have to do that, thats just stupid and tedious.

Macro is an important part of starcraft, and its implemented in a manner that requires some effort to perform well, just like micro. And thats exactly what Blizzard should preserve in SC2, even if they change the methods of macro somewhat. If you're looking for a game that isnt "tedious", get a turn based game.


Once a player realizes a zealot is hurt, it takes about two clicks to move it back: one to select the unit, the other to issue a move order. Once a player realizes that it's time to build a new wave of 10 zealots from their 10 gateways, it takes 20 clicks to produce the units: a click on each building to select it and a click on 'z' to produce one zealot from that building.

The problem is one of conception: the player's conception with the hurt zealot is to move that zealot back, and they can accomplish it with 2 clicks; but the player's conception with building the zealots is to build one wave of zealots using all their available gateways, yet it takes them 20 clicks to do so. That's 10x more clicks to accomplish a macro action than a micro action.

Also, the zealot could be in need of retreat at any time during the battle, and could be anywhere on the screen at the time; on the other hand, a good player should always have their buildings in similar if not exact places and configurations every game to minimize unit-producing time, and unit production occurs at relatively regular intervals, so it becomes a relatively rote, and therefore mentally and physically tedious, action compared to the dynamic nature of micro. Search for static and dynamic actions in the previous MBS discussions to see my more in-depth explanation of this point.

The way the SC2 team seems to be approaching these tedious macro-mechanical actions is by making them less attention-intensive, and therefore minimizing the impact that they have on the players' enjoyment of the game. Now this decision has consequences: the multitasking that emerges from the attention players had to spend on these actions is without question mentally interesting, and so the "attention gap" that results from this decision must be minimized.

There are two ways of minimizing the attention gap: 1) Design MBS so that players who put more effort into micromanaging their production lines (by using more control groups and going back to reorganize groups based on the situation) are rewarded with increased productive efficiency; and 2) Design new attention-intensive macro-related gameplay elements that are more mentally/physically interesting.

Evidence of the former approach is clear in CowGoMoo's description of MBS: Multiple grouped buildings can only produce simultaneously if they are all empty at the time the order is given and there are enough resources to build one unit in each of the grouped buildings, thus encouraging more control groups and reorganizing control groups throughout the game to maximize productive efficiency.

Evidence of the latter approach can already be found in warpgates and reactors/tech shops, and this is even with the relative paucity of macro-related information from Blizzard (as marketing obviously feels that people would be more interested in the units). There are also several good ideas to be drawn from other games with MBS, such as the ones I described earlier in this thread (mass mining, construction/production/supply assisting, and adjacency bonuses), and from the community, for example Fen's idea of reverse queueing which at least for warpgates I think is a great idea (the queue limit should be small, though, to prevent timing attack abuse).
maybenexttime
Profile Blog Joined November 2006
Poland5558 Posts
Last Edited: 2008-02-03 00:06:39
February 02 2008 23:55 GMT
#490
The same can be said about micro. Why can't I tell my units to retreat (e.g. to my main) at below 50% health like in Dark Reign 2? Why can't I simply press "x" for 'scatter' to avoid Lurker spines? Why do I have to manually tell my units to attack the units they counter best and those which have the least health? Why can't I just press a-move on the ground to do that?

Where do we draw a line?

edit: Also why shouldn't they introduce auto-production of units like in Age of Mythology? Maybe some players find telling their Gates to produce more Zealots every time the production of units they queued finishes "tedious"? Why do I have to pay for a unit the moment I queue it up? Why can't I pay for it the moment my Gate starts training it? This makes just as much sense as SBS or being unable to hotkey multiple structures with MBS...
HamerD
Profile Blog Joined January 2008
United Kingdom1922 Posts
February 03 2008 00:44 GMT
#491
On February 03 2008 07:06 Gandalf wrote:
What do you mean by tedious? That you have to click for a couple of seconds to macro? Well, then, micro is far more tedious. Why cant a zealot that is hurt move back by itself? Its got a brain, it should know its hurt and move back. Why do we have to do that, thats just stupid and tedious.

Macro is an important part of starcraft, and its implemented in a manner that requires some effort to perform well, just like micro. And thats exactly what Blizzard should preserve in SC2, even if they change the methods of macro somewhat. If you're looking for a game that isnt "tedious", get a turn based game.


totally.

'Tedious' is running up and down a football field, throwing and catching a baseball...checking your balls are bouncy in tennis (and just in general day to day life)

'Tedious' activities are in all sports.

It's a slippery slope from MBS to having the game make all mouse clicks for you and you just saying 'send a couple of probes to scout for mines' to the computer. At which point you are playing the most ludicrously simple game of rock paper scissors.
"Oh no, we've drawn Judge Schneider" "Is that bad?" "Well, he's had it in for me ever since I kinda ran over his dog" "You did?" "Yeah...if you replace the word *kinda* with *repeatedly*...and the word *dog* with son"
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
February 03 2008 01:14 GMT
#492
Traditionally, micro has been under attack as an out of place element in RTS games. People assume because of their name they should be about strategy in the war context of the meaning of that word. But actually 'strategy game' means something very different.

Anyway, people observing this criticism have pointed out the same can be said of FPS games. It's a bit silly to test an in itself meaningless skill of 'aiming'.

Problem is, no one has been able to create a competitive video game based on decision making alone.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
February 03 2008 01:56 GMT
#493
On February 03 2008 08:55 maybenexttime wrote:

Where do we draw a line?


Again, RTS are a mixture of skillsets. The Strategical part is dealing with the base(s) and resources. That one is about making desicions - Macro. "APM" should be irrelevant for performance here.

---------------------------------------------------------------------- <- Here´s the line.

The other "side" is Micro, the Tactital part. Ordering around units and using them to the optimum of their abilities. This one is about, well action. Let loose on the "APM".




If BOTH parts end up being about APM then there will be only 2 types of players: The quick and the dead. That´s what we call a Action game. Like (non-team) FPSes.
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
Last Edited: 2008-02-02 14:53:09
February 02 2008 14:48 GMT
#494
On February 03 2008 00:51 Unentschieden wrote:
Show nested quote +
On February 02 2008 14:27 fusionsdf wrote:

Besides, the choice the player has to make between macro and micro leads to diverse gameplay styles which leads to entertainment.



That argument is repeated over and over like it would eventually turn true. That wasn´t the case in SC. The concept was made famous in CnC and became famous as the "Tank Rush" - synonymous for bad balance.

If viable outproducing the enemy is always better than outperforming (on the battlefield) because of the various risks interhit to the styles.

SC went against that by making combat units utterly useless without babysitting. For example Siege Tanks: useless if not sieged in the correct position.
We can expect SC2 to eventually introduce a lower time investment revenue cap to the economy. Meaning that eventually both players can´t improve their production (around their expansion strategy) so they actually have to take risks to get the upper hand.



Yes. Because we all know if you dont babysit your tanks they dont attack.

On February 03 2008 10:56 Unentschieden wrote:
Show nested quote +
On February 03 2008 08:55 maybenexttime wrote:

Where do we draw a line?


Again, RTS are a mixture of skillsets. The Strategical part is dealing with the base(s) and resources. That one is about making desicions - Macro. "APM" should be irrelevant for performance here.

---------------------------------------------------------------------- <- Here´s the line.

The other "side" is Micro, the Tactital part. Ordering around units and using them to the optimum of their abilities. This one is about, well action. Let loose on the "APM".




If BOTH parts end up being about APM then there will be only 2 types of players: The quick and the dead. That´s what we call a Action game. Like (non-team) FPSes.


Instead of Action we could call it Real-Time!
SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
Gandalf
Profile Joined August 2004
Pakistan1905 Posts
Last Edited: 2008-02-03 18:31:44
February 02 2008 22:22 GMT
#495
On February 03 2008 08:52 1esu wrote:
Show nested quote +
On February 03 2008 07:06 Gandalf wrote:
What do you mean by tedious? That you have to click for a couple of seconds to macro? Well, then, micro is far more tedious. Why cant a zealot that is hurt move back by itself? Its got a brain, it should know its hurt and move back. Why do we have to do that, thats just stupid and tedious.

Macro is an important part of starcraft, and its implemented in a manner that requires some effort to perform well, just like micro. And thats exactly what Blizzard should preserve in SC2, even if they change the methods of macro somewhat. If you're looking for a game that isnt "tedious", get a turn based game.


Once a player realizes a zealot is hurt, it takes about two clicks to move it back: one to select the unit, the other to issue a move order. Once a player realizes that it's time to build a new wave of 10 zealots from their 10 gateways, it takes 20 clicks to produce the units: a click on each building to select it and a click on 'z' to produce one zealot from that building.

The problem is one of conception: the player's conception with the hurt zealot is to move that zealot back, and they can accomplish it with 2 clicks; but the player's conception with building the zealots is to build one wave of zealots using all their available gateways, yet it takes them 20 clicks to do so. That's 10x more clicks to accomplish a macro action than a micro action.


Thats a completely unfair comparison, and thats why these threads get so long.

You're comparing microing ONE zealot to macroing from TEN gateways. Really? By the time I have ten gateways, I should have 3+ bases running, so ten gate macro should be compared with microing more than just one zealot. If you're going to talk about one zealot, talk about one gateway. I select it, hit z, and there, my macro off one gateway is done with 2 clicks. For some reason it failed to occur to you that armies can comprise of more than one unit, and you've presented a totally unfair argument.

So lets suppose I have a near maxed out protoss army, while playing versus terran. Ive got a couple dozen zealots, a couple dozen dragoons, some templars, a couple of arbs, and a shuttle with 4 lots in it. I go in. The shuttle starts taking fire from turrets, but I forget to unload the zealots in it, simply because I'm preoccupied with controlling such a big army. But thats just stupid, its so unrealistic. Is the pilot of the shuttle brain dead, or the zealots in it? Why dont they unload themselves when the shuttle is taking fire and its OBVIOUS its going to die? If I was on a plane that was about to be shot down, I'd jump! Blizzard needs to realize zealots are living creatures and have brains! Or when my goons get all stuck because I didnt position them well before going in, why dont they scramble away and form an arc? Why do they keep taking heavy splash damage, clumped up like that? Are they stupid or something? Why dont my arbs stasis clumps of tanks on their own? Its so tedious having to select an arb, then stasis what I want to. Why shouldn't Blizzard automate all of this??!!

So compare 10 gate macro with 170 supply micro. If I were to micro that army perfectly, by giving attention to every single units, I'd need a hell of a lot more clicks and work than a measly 10 gate macro. In fact, I'd require 20x more clicks to micro that army. On top of that, macro clicking is somewhat simple; micro is much more complicated. I could complain, how tedious. I think blizzard should make SC2 so that micro is either automated, or no one can micro at all, just to keep the playing field even. After all, having to click with your mouse in a video game is just so tedious.

This talk of realism and tasks being "tedious" is just too subjective. Anything that requires more clicks than a certain player desires can be labeled "tedious" that way. I could say having to spend so much effort attacking a terran contain is tedious, but its not. It requires micro, and its fun. It requires attention, it requires a lot of mouse and keyboard control. And so does macro. And all these things put together create a sense of urgency and an atmosphere of tension in starcraft, feelings that no other RTS replicates.

So when you talk about pro or anti MBS arguments, stop making pointless arguments like what is tedious or not or what is realistic or not. The ultimate purpose of the game is to be fun, long lasting, and competitive enough to perpetuate the pro scene. Without MBS, without one of the core, defining components of starcraft, the game might sell well for a year or two, but it will never duplicate the run starcraft has had.
1esu
Profile Joined April 2007
United States303 Posts
February 03 2008 19:07 GMT
#496
My point was that whether it was 1 or 10 gateways, the player would still conceive of building a wave of zealots from all of their gateways as one task, requiring one decision, but requiring an increasingly larger number of clicks to execute. For example, the player doesn't think "I have to build one zealot" 10 times in a row, they think "I have to build 10 zealots out of my gates". On the other hand, with 170 supply micro, each of the actions you describe are conceived as separate tasks, requiring separate decisions for each one, so each task is completed in about 1-3 clicks. The thought process is "I have to retreat that zealot", "I have to reorganize my goons", "I have to unload that shuttle before it dies", "I have to stasis that tank". Therefore, the decision-click ratio is increasingly higher with macro-mechanics than micro as you deal with larger numbers. And that's inefficient, since the goal of the UI is to minimize the number of clicks required to execute a decision.

It's actually micro's complexity that makes it more mentally interesting than macro-mechanics, since micro actions actually change depending on the situation (dynamic), whereas macro-mechanical actions are relatively the same regardless of the situation (static). Static actions are "tedious" compared to dynamic actions, which makes them less intrinsically fun in comparison. I think the goal is for the UI changes to reduce the amount of effort players must place in these less interesting actions, and add new dynamic macro-mechanical elements like warpgates, reactors, assisting, and Fen's reverse-queueing to keep the multitasking bar high (to keep the tension and urgency). It'll make for a more interesting, and thus more fun, game overall while still keeping the competitiveness intact, imho.
1esu
Profile Joined April 2007
United States303 Posts
February 03 2008 19:34 GMT
#497
On February 03 2008 08:55 maybenexttime wrote:
The same can be said about micro. Why can't I tell my units to retreat (e.g. to my main) at below 50% health like in Dark Reign 2? Why can't I simply press "x" for 'scatter' to avoid Lurker spines? Why do I have to manually tell my units to attack the units they counter best and those which have the least health? Why can't I just press a-move on the ground to do that?

Where do we draw a line?

edit: Also why shouldn't they introduce auto-production of units like in Age of Mythology? Maybe some players find telling their Gates to produce more Zealots every time the production of units they queued finishes "tedious"? Why do I have to pay for a unit the moment I queue it up? Why can't I pay for it the moment my Gate starts training it? This makes just as much sense as SBS or being unable to hotkey multiple structures with MBS...


As I and others after me have repeated time and time again, the line is drawn where the player makes a decision. Telling your units to retreat is a decision. Telling your units who to attack is a decision. Telling your gates when and what to produce is a decision. Queueing a unit is a decision, and the game makes it an interesting one by making you pay for it ahead of time. Scattering is a bunch of small decisions on where to retreat your marines so that they avoid the lurker spines, as opposed to a single retreat decision which would get your marines torn up.

With macro-mechanics, the player makes a single decision to build x units out of y buildings, but the number of clicks needed is 2y. Compared to the number of decision-click ratio of the above example, this clearly can and should be improved upon. The "attention gap" that results can be filled with macro-mechanical elements that require decisions.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
February 03 2008 19:39 GMT
#498
Great post 1esu.

The UIs job is to keep the desicion/action ratio as close to 1 as possible. That way the games number of "required desicions/minute" can be maximised. A bad UI artificially slows the game down, at least on the mental side. A good UI allows for more actuall interaction with the game - making it more interesting.



HunterGatherer
Profile Joined September 2007
118 Posts
Last Edited: 2008-02-03 19:41:56
February 03 2008 19:41 GMT
#499
Rofl at people thinking puting mbs in is going to make it less of a click fest. Your going to be clicking a whole lot more if you need to micro. Its just not interesting and i dont want to play a arbitrary clickfest game.
teapot
Profile Joined October 2007
United Kingdom266 Posts
February 03 2008 20:17 GMT
#500
Interesting, HunterGatherer. I wonder if it is the case that anti-MBS do not like/can't do micro. I've heard micro referred as "baby-sitting the army" several times from anti-MBSers. IMO micro is a respectable skill, where most clicks count with regards to Unentschieden's concept of UI efficiancy.
HamerD
Profile Blog Joined January 2008
United Kingdom1922 Posts
Last Edited: 2008-02-03 20:55:12
February 03 2008 20:54 GMT
#501
the whole argument against MBS is that starcraft is at the optimum skill level: a perfect mix of repetitive, basic actions with complicated, strategic actions. I think these are some points often cited:

point 1: Micro is AS repetitive and irritating as Macro

point 2: SC is at perfect level of multitasking vs repetitive actions

point 3: Starcraft can either be played almost entirely micro (boxer) or almost entirely macro (nada)

The general desire is for blizzard to add to the game, but not take away the game's previous identity. Put in new units, new techniques and new terrain, and customizable hotkeys, but don't f*ck with the good stuff!

All this cr4p about strategy + micro being focused on. Strategy + micro are already focused on...some people entirely neglect macro ANYWAY, and still be very competitive!

F*ck this cr*p about realism, f*ck this cr*p about making units think for themselves:

Why wouldn't your logic just lead every single unit to micro itself? Takes some damage? Runs away! Sees an enemy it counters in a big group, targets that enemy!

The reason that no good competitive game has been made on decision making alone is that decision making is f*cking p*ss easy.
"Oh no, we've drawn Judge Schneider" "Is that bad?" "Well, he's had it in for me ever since I kinda ran over his dog" "You did?" "Yeah...if you replace the word *kinda* with *repeatedly*...and the word *dog* with son"
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
February 03 2008 21:01 GMT
#502
lol, anti-MBS people can't micro? What a stupid and ignorant comment.

Actually, generally pro-MBS people can't multitask. They can't use hotkeys and have low APM. Also, they claim the game should be more about strategy. But generally, they don't even know the most basic strategy.

They don't even know what they want to take out of the game. They don't know what it means to macro with 150 APM while a battle is going on as well after just having given the basic micro at the start of the battle.
maybenexttime
Profile Blog Joined November 2006
Poland5558 Posts
February 03 2008 21:28 GMT
#503
On February 04 2008 04:34 1esu wrote:
Show nested quote +
On February 03 2008 08:55 maybenexttime wrote:
The same can be said about micro. Why can't I tell my units to retreat (e.g. to my main) at below 50% health like in Dark Reign 2? Why can't I simply press "x" for 'scatter' to avoid Lurker spines? Why do I have to manually tell my units to attack the units they counter best and those which have the least health? Why can't I just press a-move on the ground to do that?

Where do we draw a line?

edit: Also why shouldn't they introduce auto-production of units like in Age of Mythology? Maybe some players find telling their Gates to produce more Zealots every time the production of units they queued finishes "tedious"? Why do I have to pay for a unit the moment I queue it up? Why can't I pay for it the moment my Gate starts training it? This makes just as much sense as SBS or being unable to hotkey multiple structures with MBS...


As I and others after me have repeated time and time again, the line is drawn where the player makes a decision. Telling your units to retreat is a decision. Telling your units who to attack is a decision. Telling your gates when and what to produce is a decision. Queueing a unit is a decision, and the game makes it an interesting one by making you pay for it ahead of time. Scattering is a bunch of small decisions on where to retreat your marines so that they avoid the lurker spines, as opposed to a single retreat decision which would get your marines torn up.

With macro-mechanics, the player makes a single decision to build x units out of y buildings, but the number of clicks needed is 2y. Compared to the number of decision-click ratio of the above example, this clearly can and should be improved upon. The "attention gap" that results can be filled with macro-mechanical elements that require decisions.


And if I want my Zealots retreat everytime they're below, say, 50% health - that's definitely ONE decision, yet I have to issue that command EVERY SINGLE TIME. This is just as tedious...

"Telling your gates when and what to produce is a decision." - analogically, telling your Zealots to move-attack sieged Tanks 3 per each Tank is ONE decision, yet it still requires TONS of actions to get it done properly. Despite that fact we don't see pro-MBS crowd objecting it's stupid and should be fixed...

As for paying for units ahead of time, why don't you find it tedious to go back to your production buildings everytime you want to queue a next unit even though you know for sure you want to continue training this specific units for, say, 5 next minutes? Why isn't THAT tedious?

And as for scattering Marines, why should they go to one place when issued one command?
HamerD
Profile Blog Joined January 2008
United Kingdom1922 Posts
February 03 2008 23:49 GMT
#504
On February 04 2008 06:01 BlackStar wrote:
lol, anti-MBS people can't micro? What a stupid and ignorant comment.

Actually, generally pro-MBS people can't multitask. They can't use hotkeys and have low APM. Also, they claim the game should be more about strategy. But generally, they don't even know the most basic strategy.

They don't even know what they want to take out of the game. They don't know what it means to macro with 150 APM while a battle is going on as well after just having given the basic micro at the start of the battle.


Were you talking to me??? Re-read my post if you were.
"Oh no, we've drawn Judge Schneider" "Is that bad?" "Well, he's had it in for me ever since I kinda ran over his dog" "You did?" "Yeah...if you replace the word *kinda* with *repeatedly*...and the word *dog* with son"
Unentschieden
Profile Joined August 2007
Germany1471 Posts
February 03 2008 23:53 GMT
#505
On February 04 2008 06:01 BlackStar wrote:
lol, anti-MBS people can't micro? What a stupid and ignorant comment.

Actually, generally pro-MBS people can't multitask. They can't use hotkeys and have low APM. Also, they claim the game should be more about strategy. But generally, they don't even know the most basic strategy.

They don't even know what they want to take out of the game. They don't know what it means to macro with 150 APM while a battle is going on as well after just having given the basic micro at the start of the battle.


Honestly, you should know better than attacking the people making the arguments instead of the arguments themselves.

Actually Yahtzee has summed up my fears for SC2 in the comments about the unintuitive nature of The Witcher

The Review

I could almost hear him say: "...that the dirty casual peasants don´t ruin it for the glorious SC-Pro Master Race..."
SuperJongMan
Profile Blog Joined March 2003
Jamaica11586 Posts
February 04 2008 00:18 GMT
#506
Good. Cuz dirty casual peasants smell.

We are GLORIOUS!!!!!!!!!!!!!
POWER OVERWHELMING ! ! ! KRUU~ KRUU~
Aphelion
Profile Blog Joined December 2005
United States2720 Posts
February 04 2008 01:22 GMT
#507
On February 04 2008 08:53 Unentschieden wrote:
I could almost hear him say: "...that the dirty casual peasants don´t ruin it for the glorious SC-Pro Master Race..."


That is exactly my sentiment. I am not even joking either.
But Garimto was always more than just a Protoss...
Chill
Profile Blog Joined January 2005
Calgary25980 Posts
February 04 2008 05:29 GMT
#508
I deleted a few stupid posts in here that brought nothing new to the table, or had vague arguments with no evidence.
Moderator
Gandalf
Profile Joined August 2004
Pakistan1905 Posts
February 04 2008 06:21 GMT
#509
On February 04 2008 04:07 1esu wrote:
My point was that whether it was 1 or 10 gateways, the player would still conceive of building a wave of zealots from all of their gateways as one task, requiring one decision, but requiring an increasingly larger number of clicks to execute. For example, the player doesn't think "I have to build one zealot" 10 times in a row, they think "I have to build 10 zealots out of my gates". On the other hand, with 170 supply micro, each of the actions you describe are conceived as separate tasks, requiring separate decisions for each one, so each task is completed in about 1-3 clicks. The thought process is "I have to retreat that zealot", "I have to reorganize my goons", "I have to unload that shuttle before it dies", "I have to stasis that tank". Therefore, the decision-click ratio is increasingly higher with macro-mechanics than micro as you deal with larger numbers. And that's inefficient, since the goal of the UI is to minimize the number of clicks required to execute a decision.
.


My point was that both micro and macro require more than two clicks, and micro actually requires more, so the number of clicks per unit time or whatever isnt a fair way to judge their importance at all.

Yes, the play thinks of macroing once, then has to click ten gates and build a unit in each. So the thought to action ratio is 1:20. Now lets consider micro. I think ONCE, "hey I'm going to attack this terran contain". For micro to be fair, I should be able to execute my plans with two clicks, ie 1a. Yet it isnt so. When my shuttle goes in and flies over turrets without unloading, it dies, simply because my army is just too big for me to control perfectly. My thought was obviously that the shuttle should drop its lots on tank clumps, yet it doesnt happen unless I manually do it. Whats worse, I'm controlling my entire army like that. I sure didnt think "I will attack with this unit" for each unit - I only thought about it ONCE, just like macro.

The break up of decision making is pointless. Macro requires a ton of decisions too. When to expand, when to tech, when to upgrade, what unit mix to make, when to put down gates, how to place gates, when in a battle to go back to macro, etc. The purpose of the game is to create a balance of micro and macro, is it not? Since these are essentially different parameters, you cannot make a quality for quality comparison of the two. What macro does is stress the player, just like micro does, into playing faster and making decisions quickly. And it stresses the player by requiring skill, by knowing when to put down gates, by knowing how to place them, by knowing when to leave a fight to go back to macro, blah blah.

And the "goal" of the UI is DEFINITELY NOT to minimize the number of clicks required to play. The goal is to find a BALANCE, where the game is easy to learn, hard to master, most fun, and most likely to be played for a long time. If the goal is to minimize the number of clicks per task, I assure you, Blizzard could do a lot more.

When I start a starcraft game, I think one thought "I'm going to win". Sadly, two clicks doesnt accomplish this.
Gandalf
Profile Joined August 2004
Pakistan1905 Posts
February 04 2008 06:36 GMT
#510
On February 04 2008 04:34 1esu wrote:
Show nested quote +
On February 03 2008 08:55 maybenexttime wrote:
The same can be said about micro. Why can't I tell my units to retreat (e.g. to my main) at below 50% health like in Dark Reign 2? Why can't I simply press "x" for 'scatter' to avoid Lurker spines? Why do I have to manually tell my units to attack the units they counter best and those which have the least health? Why can't I just press a-move on the ground to do that?

Where do we draw a line?

edit: Also why shouldn't they introduce auto-production of units like in Age of Mythology? Maybe some players find telling their Gates to produce more Zealots every time the production of units they queued finishes "tedious"? Why do I have to pay for a unit the moment I queue it up? Why can't I pay for it the moment my Gate starts training it? This makes just as much sense as SBS or being unable to hotkey multiple structures with MBS...


As I and others after me have repeated time and time again, the line is drawn where the player makes a decision. Telling your units to retreat is a decision. Telling your units who to attack is a decision. Telling your gates when and what to produce is a decision. Queueing a unit is a decision, and the game makes it an interesting one by making you pay for it ahead of time. Scattering is a bunch of small decisions on where to retreat your marines so that they avoid the lurker spines, as opposed to a single retreat decision which would get your marines torn up.

With macro-mechanics, the player makes a single decision to build x units out of y buildings, but the number of clicks needed is 2y. Compared to the number of decision-click ratio of the above example, this clearly can and should be improved upon. The "attention gap" that results can be filled with macro-mechanical elements that require decisions.


The guy you responded to is right. When the game starts, I make the decision I will make units. There should be an "auto produce" button that, when pressed, auto macros for me. I already made the decision to macro, so I shouldnt have to click more than twice during the course of the game to accomplish that.

But of course, this is not what you want. What you want is MBS, so that periodically during the game, you have to REPEAT your clicks to macro. Hence you yourself are a proponent of repetitive actions - I mean, is there any video game on the planet that isnt repetitive at least in some way? Since you yourself support repetitive actions, its obvious that you are arguing about what we are arguing: the correct balance between macro and micro.

The ideas of "I made one decision, why cant I execute it with two clicks" is similarly pointless. It all depends on where you take the cut off for your decision making. I could say, for example, that macroing off ten gates requires separate sub-decisions for each gate - I have to choose what unit mix to make, after all. Or I could go farther back than you, and say that in the game room, before we click start, I decide to make units. Why cannot I accomplish macro over the entire game with just two clicks in the start? After all, that was my decision.

This entire line of thought makes absolutely no sense, and I dont know why you keep arguing about it. Starcraft sure as hell isnt going to be a "realistic" game, if thats what you want. I am sure what we all, and Blizzard, wants out of SC2 is:

1) FUN game
2) easy to learn, hard to master ==> increases game life
3) retain all the core elements of starcraft, which no other rts has, and which is why they are all vastly inferior

Its irrelevant how much one has to click for micro or macro or blah blah, whats important is the balance between the two, because that creates the atmosphere unique to starcraft games. With macro requiring 2 clicks per minute, that atmosphere will be gone. We will sit with our armies, ever ready, for an attack, during which we can micro with no worries about having to macro as well.

So please, lets stop arguing about whats realistic or not, or where the cut off for decision making analysis lies, and try to talk about what will make the game more FUN, live longer, and replace starcraft on the pro circuit. Try to support MBS in the light of these factors, please. Argue how MBS implementation would make the game more fun, or be more readily accepted on the pro scene, or last ten years (till SC3 comes out).

And you still havent told me why hurt zealots in a mass army dont move back when they are hurt. The blizzard story line makes it abundantly clear they are living creatures. I suspect gateways are an imperfect technology, and for some reasons, their brains get left behind. What do you think? Why dont armies micro themselves? Why do we have to do it? Its RTS, I should be focusing on strategy, not micro, wtf.
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
February 04 2008 07:11 GMT
#511
Pulling back is a decision. There are many cases where I want my Zealots to fight until their dying breath for Auir. Either they're going to get that last hit on the tank or pull the mine towards the enemy, and I don't care how many of them I lose. They are not cowards, they are the sternest Protoss warriors, ready to lay down their lives with no hesitation. The Excecutor's orders are the executor's orders, even when he's wrong. That pretty much covers it from a realism stand point.

From a game stand point, it would be really annoying to have your injured zealot change course dragging a mine to your army instead of the enemy.

Really, the main point here is that micro is a skill the requires finesse timing and decision making. Should I pull this zealot back or this? There is certainly a gross handskill required in micro, but that's something that no anti-MBSer should have a problem with (which, clearly you don't). The repetative task of gateway clicking has no finesse, little timing and is the multi-click execution of a single decision.

Frankly, I find your whole argument disingenuous. You're trying to equivocate micro and macro and it just doesn't work.

Factors in micro: unit position, relative unit health, unit counters, unit numbers, terrain considerations, special abilities, timing.

Factors in macro: unit mix, money available, unit counters. Of the listed factors, MBS effects nothing in macro. It merely effects the number of clicks required to turn a decision into reality.

Micro is far too complicated and decision heavy for it to ever be automated.
¯\_(ツ)_/¯
HunterGatherer
Profile Joined September 2007
118 Posts
February 04 2008 07:37 GMT
#512
Gandalf you dont know anything about the protoss mentality.
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
February 04 2008 07:55 GMT
#513
On February 04 2008 16:37 HunterGatherer wrote:
Gandalf you dont know anything about the protoss mentality.


lol, QFT
¯\_(ツ)_/¯
Fen
Profile Blog Joined June 2006
Australia1848 Posts
February 04 2008 09:53 GMT
#514
On February 04 2008 16:11 GeneralStan wrote:
Pulling back is a decision. There are many cases where I want my Zealots to fight until their dying breath for Auir. Either they're going to get that last hit on the tank or pull the mine towards the enemy, and I don't care how many of them I lose. They are not cowards, they are the sternest Protoss warriors, ready to lay down their lives with no hesitation. The Excecutor's orders are the executor's orders, even when he's wrong. That pretty much covers it from a realism stand point.

From a game stand point, it would be really annoying to have your injured zealot change course dragging a mine to your army instead of the enemy.

Really, the main point here is that micro is a skill the requires finesse timing and decision making. Should I pull this zealot back or this? There is certainly a gross handskill required in micro, but that's something that no anti-MBSer should have a problem with (which, clearly you don't). The repetative task of gateway clicking has no finesse, little timing and is the multi-click execution of a single decision.

Frankly, I find your whole argument disingenuous. You're trying to equivocate micro and macro and it just doesn't work.

Factors in micro: unit position, relative unit health, unit counters, unit numbers, terrain considerations, special abilities, timing.

Factors in macro: unit mix, money available, unit counters. Of the listed factors, MBS effects nothing in macro. It merely effects the number of clicks required to turn a decision into reality.

Micro is far too complicated and decision heavy for it to ever be automated.


This post reeks of lack of understanding about macro in starcraft. Along with about 90% of other posts made by pro-MBS'ers. Call it elitism or whatever you want. The simple fact is that most of you are completely unaware of what you are calling repetaive, or dull or boring etc. You just theorycraft about a situations when you've never actually been in them. Theres a reason that the better starcraft players are against MBS and it isnt because they are scared of losing.

Micro and Macro in starcraft were equal. They are both minigames in themselves, each being relatively easy and repetative by themselves. But together they create a dynamic game of multitasking between the two. Prioritising your attention between two. Adding strategical desicions that add soo many possibilties to the game. You are constantly in a decision making process where you are asking yourself, 'should I be macroing or microing right now?'. The answer to that question is not always black or white, unlike most decisions made in RTS games. Players have the option to be unique and have their own styles. By implementing MBS, you remove most of the macro minigame. There will no longer be macro and micro players, only micro players. There will no longer be the constant dilemma of whether your attention should be focussed in macro or micro, that will be decided for you. Your choices become much more black and white. And most importantly, the game will become boring. Neither macro or micro are interesting by themselves. Its only when you are forced to handle them both at the same time do they become an exciting experience.
prOxi.swAMi
Profile Blog Joined November 2004
Australia3091 Posts
February 04 2008 10:58 GMT
#515
On February 04 2008 16:55 GeneralStan wrote:
Show nested quote +
On February 04 2008 16:37 HunterGatherer wrote:
Gandalf you dont know anything about the protoss mentality.


lol, QFT

I'll bet that felt like a nice triumphant win for you.
Oh no
HamerD
Profile Blog Joined January 2008
United Kingdom1922 Posts
February 04 2008 11:03 GMT
#516
Actually Gandalf from your reasons I conclude that Starcraft should NOT add MBS.

It just makes it like all the other little games. I mean so much about starcraft's survival comes from the different avenues you can go down: not just strategy but also focusing different ratios on micro/macro. If you make macros easier you are just cutting these paths down, homogenizing...it's important for everything to get that word into their head, because for anti-MBS we DESPERATELY don't want the excellent brand of starcraft to be homogenized and become another 'don't worry I'll do everything for you' game. Because cnc3 and aoe3 are letdowns and noobish compared to sc.

The difference between pro SC and pro aoe3 etc is like the difference between pro footballers (soccer) and pro tiddlywinkers. Both require talent, just football has more options to be good.
"Oh no, we've drawn Judge Schneider" "Is that bad?" "Well, he's had it in for me ever since I kinda ran over his dog" "You did?" "Yeah...if you replace the word *kinda* with *repeatedly*...and the word *dog* with son"
Unentschieden
Profile Joined August 2007
Germany1471 Posts
Last Edited: 2008-02-04 11:32:44
February 04 2008 11:15 GMT
#517
Guess we are back at the starting point then.
Micro an Macro in RTS are not equall and they shouldn´t be. They are supposed to be completely different on the task they require from the player.

There is no question right now if I should I be "macroing or microing", the answer is always "Macro as much as possible". How much is possible depends on the player.
Paradoxically, if Micro and Macro are equall Macro is better. The time spend in Macro and Micro needs to be equally "rewarded", by figuring in the risk difference. Then choosing is actually a desicion.

The difference between "Micro-Players" and "Macro-Players" is currently to small, seen simply by the fact that I don´t see any. There is enough of a difference when even casual observers can see it. The only one being recognizablefrom the rest is propably Boxer since he isn´t afraid to take risks and "show off", making desicions that are stupid in a strict gaming sense (actually smart if tournament price money isn´t your only income).

Edit On HamerD: See SC play has evolved and has now arrived at a point where it is hard to tell the players apart. Even Boxer had to improve his Macro in the last years to stay competative. Boxer is not (only) focusing on Micro becaus that is the best strategy but (also) because that is what his fans want to see - and he knows that it is, in the end, THEM where he gets his money.


On the point of action/click number I won´t write more since I would repeat GeneralStans post on that topic.

Gandalf
Profile Joined August 2004
Pakistan1905 Posts
Last Edited: 2008-02-04 14:00:41
February 04 2008 13:54 GMT
#518
On February 04 2008 16:11 GeneralStan wrote:
Pulling back is a decision. There are many cases where I want my Zealots to fight until their dying breath for Auir. Either they're going to get that last hit on the tank or pull the mine towards the enemy, and I don't care how many of them I lose. They are not cowards, they are the sternest Protoss warriors, ready to lay down their lives with no hesitation. The Excecutor's orders are the executor's orders, even when he's wrong. That pretty much covers it from a realism stand point.

From a game stand point, it would be really annoying to have your injured zealot change course dragging a mine to your army instead of the enemy.

Really, the main point here is that micro is a skill the requires finesse timing and decision making. Should I pull this zealot back or this? There is certainly a gross handskill required in micro, but that's something that no anti-MBSer should have a problem with (which, clearly you don't). The repetative task of gateway clicking has no finesse, little timing and is the multi-click execution of a single decision.

Frankly, I find your whole argument disingenuous. You're trying to equivocate micro and macro and it just doesn't work.

Factors in micro: unit position, relative unit health, unit counters, unit numbers, terrain considerations, special abilities, timing.

Factors in macro: unit mix, money available, unit counters. Of the listed factors, MBS effects nothing in macro. It merely effects the number of clicks required to turn a decision into reality.

Micro is far too complicated and decision heavy for it to ever be automated.


Macroing is also decision making, and heavily so. There are many cases where I want to pump zealots. There are many cases when I want dragoons, or a mix of zealots and dragoons. When I want to mix, I have to decide on a ratio. There are many cases where I will macro off some gates and skip a couple just to get an expansion up. Or to put up cannons, or upgrade, or whatever. From a game stand point, it is really exciting to have so much decision making along with a reasonable amount of clicking to macro well while you are engaged in fights. Its the duality of macro - the mental AND physical demands of it - that make it so interesting. From a game stand point, if they took all this out, I'd be left standing with my army 99% of the time - as will my opponent. This will not only take out macro, it will also lessen the gap between micro skills (read the time is a resource post), AND it will diminish the importance of being aware of the minimap at all times.

Micro can definitely be automated. I dont know why you say micro is "too" complicated to be automated. Space shuttles, for example, are heavily automated. I'm quite sure it is possible to automate micro in sc2. Its a video game, after all! Whats more, the degree of perfection of this automated micro doesnt matter a lot - because the computer will micro both armies, hence its fair. So in this new SC2, I will macro by clicking 4d, then attack by clicking 1a-left click. Then I'll get me some chicken wings and watch as my brutally repetitve 5 actions (which are repetitive cuz I have to do them once every 10 minutes) play out as a massive battle and I feast myself to pretty graphics.

Video games will always have repetitive actions. Actually, I think pretty much everything on the planet can be accused of that. When you pull back a zealot, you use your mouse to select it, then right click away. Irrespective of the decision making behind pulling that zealot, the action by itself is REPETITIVE. So what we are questioning is not the repetitive nature of tasks, but on the decision making behind it, and the fun aspect of it, and ofcourse, how it will make the game competitive and long lasting.

From a decision making stand point, macro is just as intense as micro. Actually, in many ways, more so. Macro decisions can often decide the result of games. You said, "Really, the main point here is that micro is a skill the requires finesse timing and decision making". What you missed is that macro requires all of these as well. Any good player will tell you macro needs finesse timing and decision making.

"MBS effects nothing in macro." ==> What?? You have every person here, in this thread, saying it WILL. The fact that this thread got so long prove the contrary. The discussion isnt if it will or not, its how it will change the game, and whether MBS is better or worse in the long run. Saying it wont change anything is just plain stupid. If MBS wont change anything, then why have it? Let SC2 be without it! We're all discussing how to make SC2 a better game. If the addition or deletion of a certain feature doesnt change SC2 in the least bit, why discuss it at all??

Different games have different tastes. Of all the RTS games, and I really do mean ALL of them, only Starcraft creates an atmosphere during games that is really tense. This is one of the thing that rivets spectators to it, and macro being implement as it has plays a BIG role in that.

The talk of repetitive actions, of realism, of tedious tasks is all pointlessly stupid. You've failed to address any of the real questions: HOW will the inclusion of MBS make the game more fun, make the skill range larger, make the game competitive, make the game so interesting to watch that it will last 10 years as an esport, and so on.
Gandalf
Profile Joined August 2004
Pakistan1905 Posts
Last Edited: 2008-02-04 14:00:08
February 04 2008 13:59 GMT
#519
double post
0xDEADBEEF
Profile Joined September 2007
Germany1235 Posts
February 04 2008 14:13 GMT
#520
On February 04 2008 20:15 Unentschieden wrote:
Guess we are back at the starting point then.


Yup, once again. All for nothing here.

To quote a post from me on another site:
I'm all for something new, with little resemblance of the old game. (Which would have the added benefit of not really killing SC1, because both could co-exist)
maybenexttime
Profile Blog Joined November 2006
Poland5558 Posts
Last Edited: 2008-02-04 14:16:50
February 04 2008 14:16 GMT
#521
More on the clickfest.

If I make the decision (ONE) that my Zealots should move near the sieged Tanks and then attack them three per each one of them, I will need to make tons of clicks to carry this plan out properly. Otherwise, if I just make just two (drag-select & attack-move) actions (as simple a task as pro-MBS crowd wants macro to be), they will randomly attack enemy units on their path to the Tanks.

Therefore, I demand this very same rule applies to macro as well. Using two actions to issue macro orders should make your Gateways queue units randomly - just as in the Zealots example! After all, it makes PERFECT SENSE! E.g. by pressing 'Z' 10 times, while having selected 10 Gateways, one should end up with, say, 1 Zealots in two Gateway, 3 in another two, and 2 in yet another one - the rest would stay idle.


Or let's take a slightly different approach. Let's say you make the decision to create 20 Zealots in 10 Gateways. Obviously you're not making the decision to create 2 Zealots a Gateway, since that would require extra clicks - just as ordering your Zealot to move & then attack separate Tanks! Instead, you should end up queuing 5 Zealots in 4 out of your 10 Gateways.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
February 04 2008 15:01 GMT
#522
A-Attack isn´t random, they attack the next unit in their path. Really that argument is weak.

MBS will have the same effect on the gameplay Queuing had - a lot easier for the new players and effectivly no change for proffesionals. That´s how the game will be more fun. More players will be interested, making it more competative. And if you want spectators, do you even know what they want to see? Take a look at the SClegacys "pimpest plays". VODs of pros going through 20 Gateways under one sec aren´t there.


I hate the appearant lack of reading comprehension. I argue for less interaction redundance and suddenly I´m accused of trying to automate everything! If you can´t deal with one of my arguments acnowledge it or leave it but don´t turn it into something more suited to your argumentation.
maybenexttime
Profile Blog Joined November 2006
Poland5558 Posts
February 04 2008 15:19 GMT
#523
On February 05 2008 00:01 Unentschieden wrote:
A-Attack isn´t random, they attack the next unit in their path. Really that argument is weak.

MBS will have the same effect on the gameplay Queuing had - a lot easier for the new players and effectivly no change for proffesionals. That´s how the game will be more fun. More players will be interested, making it more competative. And if you want spectators, do you even know what they want to see? Take a look at the SClegacys "pimpest plays". VODs of pros going through 20 Gateways under one sec aren´t there.


I hate the appearant lack of reading comprehension. I argue for less interaction redundance and suddenly I´m accused of trying to automate everything! If you can´t deal with one of my arguments acnowledge it or leave it but don´t turn it into something more suited to your argumentation.


FFS, I was simplifying... Of course, it's not. But why does the UI have to be so limiting that I can't order my Zealots to avoid any units on their path to Siege Tanks & attack them separately with just two clicks? Isn't that what you're asking for in case of MBS & macro? After all, what I want to accomplish with my Zealots is only ONE decision...

And how will MBS have no effect on professional play? That's just blatantly ignorant and stupid! We've proven times and times again that it will. Oh, and it's sure as hell that simplifying the game will make it more competitive. How could I have not noticed that before? It's so obvious! (Notice the sarcasm.)

Again, answer my question as to why can't ordering my Zealots to attack Siege Tanks separately while avoiding other enemy units be less "redudant" and less "tedious" - it's ONE decision. Can't you?

As for Pimpest Plays and stuff, I'm sure you realize most of this stuff wouldn't be even considered above average, not to mention "spectacular", when the only thing the player was concerned with was microing his precious Ghosts or whatever. The reason why they're so hyped is the fact that players such as e.g. Boxer accomp-lish such micro feats while playing such a demanding game.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
Last Edited: 2008-02-04 15:51:36
February 04 2008 15:43 GMT
#524
Actually, to be exact you make 3 desicions when attacking Tanks-
WHO (the zealots, ~1 click to select them)
WHAT (attacking)
WHERE (the tanks, can be considered ~1 click together with WHAT if you click them directly)
To have them ignore the other units you either don´t use a-attack or need to plan a evasion route for them.
Why can´t producing units be just as efficient? SBS feels like having to tell each single Zealot to attack seperately.

But that brings little to the discussion. I seem to have missed the proof that MBS will simplify the game in competative play. How often do you see homogenous and synchronized production there?


The "PP" issue wasn´t about why they are so great but what they show. For observers Macro is completely irrelevant. Why isn´t there a PP about how a player manages to pump out more SCVs than his enemy (even under extreme pressue)?
maybenexttime
Profile Blog Joined November 2006
Poland5558 Posts
Last Edited: 2008-02-04 15:50:40
February 04 2008 15:50 GMT
#525
And this is exactly what you do - you tell each Zealot to attack separately... Also, no, it's still one decision, unless you consider ordering 20 Gateways to produce 20 Zealots to be 20 separate decisions, which in this case justifies SBS...

"To have them ignore the other units you either don´t use a-attack or need to plan a evasion route for them." - this is exactly what I'm talking about. Using pro-MBS crowd twisted logic, I should be able to tell them to attack Tanks separately with 2 clicks: TANKS, NOT OTHER UNITS - that's one decision...

Obviously you've never played StarCraft or you're just so incompetent that you need MBS to ease the pain...
Unentschieden
Profile Joined August 2007
Germany1471 Posts
Last Edited: 2008-02-04 16:25:51
February 04 2008 16:00 GMT
#526
Not using a-attack IS 2 clicks.

Attacking the Tanks: 1 desicion.
Attacking with zealots: 2nd desicion (that is all it takes for a normal attack)
avoiding other units: 3rd desicion
how to avoid: additional desicions.

Don´t underestimated the effort it actually takes to get something done. In normal life that is no issue but it is integral when designing a UI - computers are dumb.

MBS removing depht has been stated countless times but I can´t remeber any example that actually proves that.
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
February 04 2008 17:49 GMT
#527

To Gandalf: I agree mostly with the content of your post. Just don't put words in my mouth. The full quote reads: "Of the listed factors, MBS affects nothing in macro". Of course MBS affects macro.

To Fen: You're a damn decent bloke, and I find you to be the clearest and most reasonable voice on the Anti-MBS side. I think though that Macro has proved more important in the long run the Micro, since producing 10 marines is usually more effecient than microing to save one poor guy's life (unless your name is NaDa <3). I disagree also with the statement that micro isn't interesting on it's own. I find micro absolutely fascinating, but I hate Warcraft 3. Namely because Micro should be quick and bloody and one mistake should mean your force gets decimated. But that's kinda random.

Basically I agree with you that Multi-tasking and full attention are crucial to Starcraft, that decision whether to Micro or Macro is a core aspect of the game.

However, MBS doesn't affect the substantive decision making of Macro. There isn't a decision that MBS is changing, it isn't any of the strategic macro decisions that are impacted. This however doesn't mean that it isn't important, far from it in fact. Though the clicking in unit production is repetitive with little strategic value, it's mere presence makes multi-tasking valuable and requires the decision between unit managment and unit production.

Basically my argument boils down to "MBS doesn't affect decision making, but reptitive clickinng that is important to the multitasking nature of Starcraft". I'm not really pro-MBS, I just want to get the facts straight.

On February 05 2008 00:50 maybenexttime wrote:
And this is exactly what you do - you tell each Zealot to attack separately... Also, no, it's still one decision, unless you consider ordering 20 Gateways to produce 20 Zealots to be 20 separate decisions, which in this case justifies SBS...

"To have them ignore the other units you either don´t use a-attack or need to plan a evasion route for them." - this is exactly what I'm talking about. Using pro-MBS crowd twisted logic, I should be able to tell them to attack Tanks separately with 2 clicks: TANKS, NOT OTHER UNITS - that's one decision...

Obviously you've never played StarCraft or you're just so incompetent that you need MBS to ease the pain...


This is the single worst argument I've heard in anti-MBS history. You make a non-sensial argument attempting to equivocate micro and macro, an argument that was defunct a page back, but you continue vehemently insisting that it's valid. Give me a break.

"Using pro-MBS crowd twisted logic". Great! Attack yourself a straw man.

"Obviously you've never played StarCraft or you're just so incompetent" Great! Ad-hominem attacks are my favorite.

Honestly, we're should be having a constructive discussion about MBS, not this lurid flamefest Take a deep breath and follow the Ten Commandments. Think before your post. Personal attacks and angrily trumpeting ludicrious arguments helps nobody.

As far as your stupid argument goes, Micro =/= macro. You've cherry picked one example where the correct micro decision is "obvious". Some times I want my zealots to attack just the front tank. Some times I don't even want them to engage, I want them to run through the line. There are no obvious decisions in micro, especially as simple as the deciison to reptitively click your gateways.

You might argue that a UI could be designed that allows for more micro automation (ala Dark Reign 2). But the essence of Blizzard UIs is their simplicity. MBS is a simple addition. Formations, a scatter button and attacking three zealots per tank aren't UI options that jump out as obvious. I think we can agree that more UI isn't better.

Lets do a little give and take now.

I'll give you: MBS does impact macro and full-map multitasking

You give me: Micro is nothing like macro, and MBS doesn't effect the substantive decision making of macro.
¯\_(ツ)_/¯
maybenexttime
Profile Blog Joined November 2006
Poland5558 Posts
February 04 2008 18:16 GMT
#528
On February 05 2008 01:00 Unentschieden wrote:
Not using a-attack IS 2 clicks.

Attacking the Tanks: 1 desicion.
Attacking with zealots: 2nd desicion (that is all it takes for a normal attack)
avoiding other units: 3rd desicion
how to avoid: additional desicions.

Don´t underestimated the effort it actually takes to get something done. In normal life that is no issue but it is integral when designing a UI - computers are dumb.

MBS removing depht has been stated countless times but I can´t remeber any example that actually proves that.


WOW, such ignorance. You obviously are noob at toss... Attacking tanks with zealots is only one decision. As to how it's done, it's decided a priori - any competent toss knows exactly HOW to do that, there's no decision making there, so you better stop making stuff up...

Analogically, I can say that:

- making more units: 1 decision,
- deciding what unit to create at 1st gate: 1 desicion,
- deciding to create another unit in your next gate instead of the already selected one: 1 decision,
- deciding what unit to create at 2nd gate: 1 desicion,
- deciding to create another unit in your next gate instead of the already selected one: 1 decision,
- deciding what unit to create at 3rd gate: 1 desicion,
- deciding to create another unit in your next gate instead of the already selected one: 1 decision,
- deciding what unit to create at 4th gate: 1 desicion,
- deciding to create another unit in your next gate instead of the already selected one: 1 decision,
- deciding what unit to create at 5th gate: 1 desicion,
- deciding to create another unit in your next gate instead of the already selected one: 1 decision,
- deciding what unit to create at 6th gate: 1 desicion,
- deciding to create another unit in your next gate instead of the already selected one: 1 decision,
...
- deciding what unit to create at 20th gate: 1 desicion,


Arguing you is pointless...

Read the topic instead of telling us to repeat our points, or simply leave this discussing because the way you argue things is just STUPID. Sorry, but someone has to state the obvious.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
February 04 2008 18:34 GMT
#529
Great post GeneralStan, I agree completely.

I have to admit that over arguing what is a desicion and what not I lost the initial point. The primary message was that 1:1 desicion action relationship would not tire players with redundant operations. Did you know that in times long past clicks were not context sensitive? You always had to state if it was a movement order or a attack order.

Overall I see the actuall effect of MBS the same as the effect Queues had - did they destroy the gameplay? Compared to not queuing up you don´t have to worry about the next 5 units - omg macro is gone. We had the EXACT same discussion back from WC2 to SC.
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
February 04 2008 18:53 GMT
#530
On February 05 2008 03:16 maybenexttime wrote:
Show nested quote +
On February 05 2008 01:00 Unentschieden wrote:
Not using a-attack IS 2 clicks.

Attacking the Tanks: 1 desicion.
Attacking with zealots: 2nd desicion (that is all it takes for a normal attack)
avoiding other units: 3rd desicion
how to avoid: additional desicions.

Don´t underestimated the effort it actually takes to get something done. In normal life that is no issue but it is integral when designing a UI - computers are dumb.

MBS removing depht has been stated countless times but I can´t remeber any example that actually proves that.


WOW, such ignorance. You obviously are noob at toss... Attacking tanks with zealots is only one decision. As to how it's done, it's decided a priori - any competent toss knows exactly HOW to do that, there's no decision making there, so you better stop making stuff up...

Analogically, I can say that:

- making more units: 1 decision,
- deciding what unit to create at 1st gate: 1 desicion,
- deciding to create another unit in your next gate instead of the already selected one: 1 decision,
- deciding what unit to create at 2nd gate: 1 desicion,
- deciding to create another unit in your next gate instead of the already selected one: 1 decision,
- deciding what unit to create at 3rd gate: 1 desicion,
- deciding to create another unit in your next gate instead of the already selected one: 1 decision,
- deciding what unit to create at 4th gate: 1 desicion,
- deciding to create another unit in your next gate instead of the already selected one: 1 decision,
- deciding what unit to create at 5th gate: 1 desicion,
- deciding to create another unit in your next gate instead of the already selected one: 1 decision,
- deciding what unit to create at 6th gate: 1 desicion,
- deciding to create another unit in your next gate instead of the already selected one: 1 decision,
...
- deciding what unit to create at 20th gate: 1 desicion,


Arguing you is pointless...

Read the topic instead of telling us to repeat our points, or simply leave this discussing because the way you argue things is just STUPID. Sorry, but someone has to state the obvious.

And then you realise, using MBS you cant produce what you want in all 20, you just get all doing the same order. Thats exactly the same thing as telling 20 zealots to attack 1 tank or a-moving them inot the enemy lines, its better to micro them induvidually but the UI give you the option to do the job half assed wich is needed when the armies get bigger.

Ordering 20 zealots to attack 1 tank is one decision, that we all know, and by the same note ordering 20 gateways to build 1 zealot each is also one decision. Although pro players will click "5z" every 2 seconds to get a continious stream of zealots rather than wait for the money to pile up.
maybenexttime
Profile Blog Joined November 2006
Poland5558 Posts
February 04 2008 19:20 GMT
#531
On February 05 2008 03:53 Klockan3 wrote:
Show nested quote +
On February 05 2008 03:16 maybenexttime wrote:
On February 05 2008 01:00 Unentschieden wrote:
Not using a-attack IS 2 clicks.

Attacking the Tanks: 1 desicion.
Attacking with zealots: 2nd desicion (that is all it takes for a normal attack)
avoiding other units: 3rd desicion
how to avoid: additional desicions.

Don´t underestimated the effort it actually takes to get something done. In normal life that is no issue but it is integral when designing a UI - computers are dumb.

MBS removing depht has been stated countless times but I can´t remeber any example that actually proves that.


WOW, such ignorance. You obviously are noob at toss... Attacking tanks with zealots is only one decision. As to how it's done, it's decided a priori - any competent toss knows exactly HOW to do that, there's no decision making there, so you better stop making stuff up...

Analogically, I can say that:

- making more units: 1 decision,
- deciding what unit to create at 1st gate: 1 desicion,
- deciding to create another unit in your next gate instead of the already selected one: 1 decision,
- deciding what unit to create at 2nd gate: 1 desicion,
- deciding to create another unit in your next gate instead of the already selected one: 1 decision,
- deciding what unit to create at 3rd gate: 1 desicion,
- deciding to create another unit in your next gate instead of the already selected one: 1 decision,
- deciding what unit to create at 4th gate: 1 desicion,
- deciding to create another unit in your next gate instead of the already selected one: 1 decision,
- deciding what unit to create at 5th gate: 1 desicion,
- deciding to create another unit in your next gate instead of the already selected one: 1 decision,
- deciding what unit to create at 6th gate: 1 desicion,
- deciding to create another unit in your next gate instead of the already selected one: 1 decision,
...
- deciding what unit to create at 20th gate: 1 desicion,


Arguing you is pointless...

Read the topic instead of telling us to repeat our points, or simply leave this discussing because the way you argue things is just STUPID. Sorry, but someone has to state the obvious.

And then you realise, using MBS you cant produce what you want in all 20, you just get all doing the same order. Thats exactly the same thing as telling 20 zealots to attack 1 tank or a-moving them inot the enemy lines, its better to micro them induvidually but the UI give you the option to do the job half assed wich is needed when the armies get bigger.

Ordering 20 zealots to attack 1 tank is one decision, that we all know, and by the same note ordering 20 gateways to build 1 zealot each is also one decision. Although pro players will click "5z" every 2 seconds to get a continious stream of zealots rather than wait for the money to pile up.


So MBS should allow you to do the job "half assed" by maxing each queue first. E.g. you click "z" 10 times while selecting 10 Gateways, and Zealots queue up in only 2 Gateways - 5 each.

Anyways, in my last post I was just arguing his ridiculous "reasoning" where he tried to prove that ordering one's Zealots to attack Tanks separately while avoiding other units is multiple decisions, while in fact it's not - any average Protoss player knows how to do that. I was pointing out that being unable to tell your Zealots to do that with just one click is similar to being unable to queue units the way MBS does it.

I rest my case.
Gandalf
Profile Joined August 2004
Pakistan1905 Posts
February 04 2008 19:23 GMT
#532
GeneralStan, you listed what you thought are the factors that compose macro (which by the way is an incomplete list), then stated, "Of the listed factors, MBS affects nothing in macro". If you were only talking about factors in macro that MBS does not affect, mention those specifically. But then again, this discussion isnt about what MBS doesnt affect, its what MBS does affect. So why even make such a statement? You need to focus on what macro aspects MBS WILL affect, and how that will change gameplay.

To Unentschieden 's statement "For observers Macro is completely irrelevant", I will just say LOL. You obviously havent followed the pro scene. Macro has wowed spectators many a time, and its an element that is very strong felt during pro games.

Complexity and simplicity lie at extreme ends, and the quest is to find a point where fun and effort find good balance. If you are going to introduce MBS to simplify gameplay, make it easier, and improve the UI, then why not take it a step further? Why do we need pylons, for example. Its a repetitive task performed every few supply units. It would be much simpler to just have 100 minerals deducted every time you cross the supply of 1 pylon, instead of having to select a probe, move it out, press b, then p, left click to place the pylon, then right click the probe back to mining. This pylon making business involves no decision making - my decision was to make zealots and dragoons, why is this silly little super repetitive action attached to my making units? It is totally extraneous, so lets cut it out. But the reason its there is because it stresses the player - and not the type of stress where you pull your hair out - but the type that creates an atmosphere of urgency, tension, and excitement. All aspects of macro and micro together make us value time management during the game - with over simplification of macro, not only will we lose the macro aspect, but also a lot of the time aspect.
Gandalf
Profile Joined August 2004
Pakistan1905 Posts
February 04 2008 19:38 GMT
#533
To GeneralStan, who said:

"I'll give you: MBS does impact macro and full-map multitasking
You give me: Micro is nothing like macro, and MBS doesn't effect the substantive decision making of macro."

I'll tell you: MBS will impact a lot more than full map multitasking, if by full map you mean late game scenarios. It will even impact early and mid game play, and even team play games.

And on micro: Obviously micro is nothing like macro, who the hell argued they are the same thing? Thats like saying a plane is a frog. The comparison that HAS been made, is that they are both fundamental qualities of starcraft, and both important, so much so that a more micro based player can have interesting games vs a more macro based player.

On the "MBS doesn't effect the substantive decision making of macro", you are again completely wrong, and let me explain why. Lets consider a PvT game where the toss has just attacked the terran nat. The ensuing engagement is such that the protoss player is not certain whether he'll be victorious or not. At this point, an important decision is forced upon him: should he spend time to macro while he fights, and hence compromise the micro of his army somewhat, or should he give his full concentration to the attack, and let his macro fall behind a bit? In an MBS world, where "4d" will accomplish ALL his macro, he will never be faced with this decision. In a non MBS world, he has to decide, and its a decision that is forced upon players so very often. Everyday, in fact. This is what "multi-tasking" is about. Clicking "4d" makes it a non issue, since one can obviously spare 0.2 nanoseconds to do so. But when you know that macro will require you to hit 4d5d6d7d8d9d or w/e, the nature of the decision changes. You put MBS in, you take this out. A decision that starcraft players have made thousands and thousands of times over their careers. You take out the time factor, the decision making, the multi tasking, all because of MBS.

I also note that it seems like pro MBS people like to talk about repetitive actions and decision making and whats realistic or not and advancement in game development and potential reviews and how tall zealots are and blah blah, but I have yet to see any concrete argument that explain why and how the induction of MBS will make the game more challenging, increase the skill range, make it as strong on the pro scene as the original, and make it such an amazing experience that it'll last another ten years.
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
February 04 2008 19:46 GMT
#534
Clearly I didn't assemple a full list of factors to macro. Handspeed and repetitive clicking are a very large factor.

You see Gandalf, I was arguing not that MBS doesn't impact macro, no, only that it doesn't effect the decision making aspect. We're arguing about what MBS will effect, yes. That does mean also that we're arguing about what it doesn't affect.

I agreed with you entirely that Macro wows spectators. The view switches to a dozen freshly made tanks and the audience gasps. I love it. I do think though that macro burden is perhaps a little too heavy, since the best progamers make all sorts of careless mistakes (the average player should make them, the best pros should have silky smooth control over the whole game). But that's kinda random.

THere's a lot more to pylons than supply. Power grid is important, and most good players also use them as walls. Even supply depots, where there is no power grid to consider, are used as walls. They've been given a submersible feature to make depot placement even more important, rather than just a mindless task. I think maybe they should be made smaller though, both so depots aren't such a huge drain on base space and so that walling in with them takes more time/skill. But that's got absolutely nothing to do with MBS.

"Complexity and simplicity lie at extreme ends, and the quest is to find a point where fun and effort find good balance."

QFT! I really think that that's whole point of this dicussion, to find where fun and effort = good balance. The hectic pace of Starcraft has to stay, that's a fact. I really think that multiple base management and low-hp quick micro and powerful spells have more to do with the hectic pace of starcraft than the repition of unit production, although it is certainly a factor.

There's one thing I'm certain of: MBS MUST apply to rally points. The rally point button on production facilities is too hard to use. Every player just dumps their rally points at a location, rather than responding to the shifting battle (which really puts a player in shit creek when they're rally point is swarming with enemy forces).
¯\_(ツ)_/¯
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
Last Edited: 2008-02-04 19:58:38
February 04 2008 19:57 GMT
#535
On February 05 2008 04:38 Gandalf wrote:
and how tall zealots are


LOL. Zealots are exactly 7'-6". Every one of them. Their leg enhancements are adjusted depending on their height so they fit in a shuttle harness with no adjustment. Also, this explains why zealots don't jump out of a shuttle that's going down. They're strapped in silly!

Seriously though, I think we're arguing about minutae now.

I concede a point to you. MBS does indeed affect macro decision making. Though there is no decision to be made in the repetative clicking, it requires the player to make a decision whether to macro or whether to micro. Touche sir!

There were some arguments that seemed very close to equivocating micro and macro, but I understand that you didn't make such a claim (maybenexttime pretty much did though).

My current position:

MBS is allowed by double clicking or click and drag, but not allowed for hotkeys.

EDIT: Gandalf, you're a damn decent bloke.
¯\_(ツ)_/¯
Unentschieden
Profile Joined August 2007
Germany1471 Posts
February 04 2008 19:58 GMT
#536
maybenexttime I think we simply have different ideas of the term "desicion" in this context.

What kind of visually impressive macro are you refering to? I was specifically adressing the building unit aspect (wich is a small part of overall Macro).


The supply system does not serve to keep the player "busy". It serves as Army size restriction. The addtional 100 mins and the build time keep your army smaller in the beginning phase but don´t restrict "rebuilding". That promotes early skirmishes, attaking once with a bigger force it more expensive than attacking twice with a smaller force thanks to that (if it is better is a different issue).
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
February 04 2008 20:04 GMT
#537
On February 05 2008 04:58 Unentschieden wrote:
maybenexttime I think we simply have different ideas of the term "desicion" in this context.

What kind of visually impressive macro are you refering to? I was specifically adressing the building unit aspect (wich is a small part of overall Macro).


The supply system does not serve to keep the player "busy". It serves as Army size restriction. The addtional 100 mins and the build time keep your army smaller in the beginning phase but don´t restrict "rebuilding". That promotes early skirmishes, attaking once with a bigger force it more expensive than attacking twice with a smaller force thanks to that (if it is better is a different issue).


Any decent player constantly upgrades their supply limit, basically meaning it is a required action every 30 seconds. Warcraft has a decision whether or not to upgrade supply (due to upkeep) but I think we really really don't want that in Starcraft
¯\_(ツ)_/¯
Unentschieden
Profile Joined August 2007
Germany1471 Posts
Last Edited: 2008-02-04 20:19:13
February 04 2008 20:18 GMT
#538
I was just saying that the constant need for upgrading is a side effect, not the main idea behind the concept.
maybenexttime
Profile Blog Joined November 2006
Poland5558 Posts
Last Edited: 2008-02-04 22:38:08
February 04 2008 22:34 GMT
#539
Well, you can say that constant need for producing units is a side effect of engagements and units dying, though.

And I did not equivocate micro and macro. The discussion about Zealots and all that crap was way off topic. I was simply saying that you in both micro and macro aspects of StarCraft there are times where carrying out one decision requires several+ actions, generally speaking (I'm talking about broad-term macro - decision making etc., not just units production).

Also, the way I worded my posts was uncalled for at times, I admit and I apologize. I was just pissed off at some random BNet forum dumbass saying unit (muta) stacking in SC2 and SC are the same thing, while it's the way it's done in WC3 now. He was telling me read Q&A, and when I quoted one answer basically proving I was right, he kept repeating this bullcrap anyway.

BTW, you can voice your opinion or get pissed off:

http://www.battle.net/forums/thread.aspx?fn=sc2-general&t=359786&p=1&#post359786
HamerD
Profile Blog Joined January 2008
United Kingdom1922 Posts
February 04 2008 23:25 GMT
#540
Unentschieden,

I am afraid by your predictions as to what making the game easier will do.

In my opinion:

-It's obvious it WOULD save at least one second to select 10 gates and create 10 zealots with 2 hotkeys as opposed to loads of clicking. 1 sec is a lot in pro SC and so I think the game would be thrown off balance for pros-

But what really scares me is that you think that if a bunch of random people are drawn into starcraft because it is 'fast and fun!', then we will see more competitive play and players. This is blatantly false. All you will ever do is draw in more noobish noobs. Good players that have been exposed to one RTS will generally have discovered their talent and will go to search for the hardest = natural conclusion STARCRAFT. There are so many noobish noobs in WC3 it's unfunny. Whereas 2v2 or 1v1 'noob' games on starcraft are really competitive!

The noobish noobs who have their brains fried by producing 5 units in one barracks stick with aoe3, and the good players/ pros who like that speed and specific look stick with it. But the rest of the good players go off to 1337 starcraft.

Basically you want to make Starcraft 2 a stepping stone. You want to make it like aoe3, where it's 'fast and fun and accessible!' ie the EXACT difference between aoe3 and aoc.

So it's gona be stepped on, and the people who play SC because of the sci-fi etc will go to starcraft 2, and the REAL GAMERS who have played 100+ games in their long and industrious video games histories will stick the proper skill games like starcraft 1.

I'd personally prefer that noobish noobs stayed away from both games, because SC is the fine wine of competitive RTS. Noobish noobs can learn how to not be noobs somewhere else, THEN come to SC when they have improved and want to find the mac daddy of RTS.
"Oh no, we've drawn Judge Schneider" "Is that bad?" "Well, he's had it in for me ever since I kinda ran over his dog" "You did?" "Yeah...if you replace the word *kinda* with *repeatedly*...and the word *dog* with son"
Unentschieden
Profile Joined August 2007
Germany1471 Posts
February 04 2008 23:30 GMT
#541
Well I´m strictly against making the game needlesly unintuitive and clunky.

It isn´t as easy as complex= competative. What you want is strategic/tactical depht, a complex unit interaction design.
(Even that alone doesn´t make the game good, they seriously went overboard with the WC3 attack/armor types imho. I remember when they started with light/medium/heavy and normal/piercing/magic...)

Intuitivness has nothing to do with being simple. More than SBS i´m against the seemingly idea that simply making life harder for the player raises the skill ceiling and makes the game better.
I mean Queues made life A LOT easier for the players - and didn´t hurt competative play at all.
0xDEADBEEF
Profile Joined September 2007
Germany1235 Posts
Last Edited: 2008-02-05 00:24:14
February 05 2008 00:16 GMT
#542
HamerD:
The amount of noobs in a game tells nothing about its competitive value.
By far the most noobs and idiots and lamers in all computer games are in Counter Strike. Guess why? Because it's the most popular multiplayer game ever. (Well, I'm not counting World of Warcraft here, which might be even more popular right now, I'm not sure).
More players = more noobs. WC3 has much more players than SC (except in Korea, probably). Problem solved.
SC also has a TON of noobs, because it's still popular.
If you want less noobs, go play WC2, it also has a harder UI than SC and is faster. It's a truly 31337 game compared to SC, please go play that.
HamerD
Profile Blog Joined January 2008
United Kingdom1922 Posts
Last Edited: 2008-02-05 00:46:42
February 05 2008 00:41 GMT
#543
Whoah whoah hold on!

1. I never argued that more players doesn't = more noobs. I said that more noobs /=/ MORE PROS.

2. I don't want less noobs than SC. SC is perfect. It is god, the fine wine. Just add more units to it and update the graphics and it is perfect! Do a bit of fiddling but don't change the general pace of the game and the general feeling of starcraft. But whatever...I'm not sure any of what I want is actually going to happen

3. wc2<<<<<<<<<<<<<<<<<<<<<<< sc wtf are you talking about ¬¬

Unitshielden, (im editing and can't remember your exact sn ><)

I prefer that reason to support MBS than the previous reason you gave about it bringing more people into the game.

Though I still do not support MBS because I think the magic of seeing someone pull off macroing 10 barracks in different locations around a map whilst rushing 3 expos at the same time or something like that would be lessened.

But I do support Blizzard, so I guess it's down to us trusting them. It's obvious that they beat the living shit out of Ensemble Studios (aoe series)
"Oh no, we've drawn Judge Schneider" "Is that bad?" "Well, he's had it in for me ever since I kinda ran over his dog" "You did?" "Yeah...if you replace the word *kinda* with *repeatedly*...and the word *dog* with son"
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
February 05 2008 00:57 GMT
#544
On February 05 2008 09:41 HamerD wrote:

But I do support Blizzard, so I guess it's down to us trusting them. It's obvious that they beat the living shit out of Ensemble Studios (aoe series)


Amen!
¯\_(ツ)_/¯
0xDEADBEEF
Profile Joined September 2007
Germany1235 Posts
February 05 2008 02:02 GMT
#545
Well, everyone starts out as a noob, so more initial players ("noobs") means that more pros will eventually arise from them. Don't underestimate the importance of a big player base. This is what makes or breaks a game. SC1 was not an "elite game" when it came out, it was simply a hugely popular RTS game, that's all, just like WC3.

I agree that we should trust Blizzard. They've stated that they want SC2 to have mostly SC's feel, and not WC3's, but still do some improvements. For casual and average players, MBS is an improvement that will make the game more fun. If MBS doesn't matter for pros (i.e. if they either don't use it at all because it gives them less control than they'd need), or if the time gained from having less to macro directly translates to better and more micro (meaning that there will be no noobification), then they should definately implement it.

But I'm quite sure that in the eyes of Blizzard, everything we discuss here (and in other forums) is worthless speculation, from both sides. If they even care to read it...
HamerD
Profile Blog Joined January 2008
United Kingdom1922 Posts
February 05 2008 03:09 GMT
#546
DEADBEEF,

Although I kind of agree with you, my point is that SC has all other games as its 'noobbase' from which it draws pros and skill players. So technically the base from which SC draws pros is like several games combined, because once they are serious and realise the 1337ness of SC they usually quit their game

Imo it's redundant, from a gamer's perspective, to try to appeal to noobs and non-serious gamers (who are the only people who WON'T be excited by all the hype around sc2), for any other reason than financial reasons, and we should not concern ourselves with finance, and in fact neither should Blizzard imo! Actually, if they want to charge for battle.net, then surely good players who aren't just impressed by flashy shit and that will stay for several years or more are the ones to appeal to.

I agree with your point about worthless speculation
"Oh no, we've drawn Judge Schneider" "Is that bad?" "Well, he's had it in for me ever since I kinda ran over his dog" "You did?" "Yeah...if you replace the word *kinda* with *repeatedly*...and the word *dog* with son"
Wraithlin
Profile Joined October 2007
United Kingdom50 Posts
Last Edited: 2008-02-05 10:08:43
February 05 2008 10:06 GMT
#547
On February 05 2008 12:09 HamerD wrote:
DEADBEEF,

Although I kind of agree with you, my point is that SC has all other games as its 'noobbase' from which it draws pros and skill players. So technically the base from which SC draws pros is like several games combined, because once they are serious and realise the 1337ness of SC they usually quit their game

Imo it's redundant, from a gamer's perspective, to try to appeal to noobs and non-serious gamers (who are the only people who WON'T be excited by all the hype around sc2), for any other reason than financial reasons, and we should not concern ourselves with finance, and in fact neither should Blizzard imo! Actually, if they want to charge for battle.net, then surely good players who aren't just impressed by flashy shit and that will stay for several years or more are the ones to appeal to.

I agree with your point about worthless speculation


Now try thinking about it from a game designers perspective.
How much support do you think SC2 would get if it sold 5000 copies outside of Korea ?

Saying that Blizzard should not worry about finance isnt naive, its down right fucking "la-la" land you are living in. Blizzard are in this for the money, no doubt they have already spent millions of dollars on SC2 and they want to recover that cost with interest on top.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
Last Edited: 2008-02-05 11:30:56
February 05 2008 11:10 GMT
#548
There are some "points" that are really stopping this discussion imho (at least from a anti-MBS POV):
1. SC is perfect and any change is a degresson
2. Fighting the SC UI is a magic on it´s own (ok that´s partly #1)
3. Players won´t start playing SC2 competativly because they like the game but because it is competative
4. MBS completely removes the Macro aspect from the game
5. Blizzard doesn´t need money
6. SC2 doesn´t need to attract new players

I disagree with all of the above.
These points DO come up and I hope that at least some will understand how they hurt a discussion.

Oh and HamerD: Some have problems with my nick but up to now no one had mangled it like you did (honestly where did the l come from?) No hard feelings on that though.

My point on making the game attractive to more people and make it less clunky/unintuitive are basically the same.
Fen
Profile Blog Joined June 2006
Australia1848 Posts
Last Edited: 2008-02-05 12:12:22
February 05 2008 12:10 GMT
#549
On February 05 2008 20:10 Unentschieden wrote:
There are some "points" that are really stopping this discussion imho (at least from a anti-MBS POV):
1. SC is perfect and any change is a degresson
2. Fighting the SC UI is a magic on it´s own (ok that´s partly #1)
3. Players won´t start playing SC2 competativly because they like the game but because it is competative
4. MBS completely removes the Macro aspect from the game
5. Blizzard doesn´t need money
6. SC2 doesn´t need to attract new players

I disagree with all of the above.
These points DO come up and I hope that at least some will understand how they hurt a discussion.

Oh and HamerD: Some have problems with my nick but up to now no one had mangled it like you did (honestly where did the l come from?) No hard feelings on that though.

My point on making the game attractive to more people and make it less clunky/unintuitive are basically the same.


Sigh, Dont know why im even bothering to do this.

1. SC is not perfect but its damn near close. Most changes to something that is close to perfect are going to be bad, but there are some good changes that can be made. MBS is not one of these.

2. "Fighting the SC UI" as you call it is what 90% of computer games are all about. Micro in starcraft is also fighting the UI, trying to aim a gun in an FPS is fighting the UI.

3. Players will not bother playing a game competatively if it is not considered competative by the community. This is why we dont see tic tac toe championships. Blizzard will get millions playing this game, good competition will only occur if the game is seen by the players as competative.

4. It removes a very large portion of macro. Along with Automine and I would estimate a number around 80% of macro removed. This could be proved if someone was willing to put in the work.

5. Lets say blizzard sells 10 million copies of Starcraft 2. In 4 months WoW will have brought in more money. Starcraft 2 has been in production for years. Making money at this point for blizzard is a side-effect from making a great game. NOT the driving force behind starcraft 2.

6. Ive never seen anyone post this before. Starcraft 2 will attract new players regardless of MBS or SBS. If your argument is that Starcraft 2 will flop because it doesnt have MBS, then you are truely not worth the time spent typing to rebut.

To sum it up. Youve gone and exaggeratted comments from anti-MBS'ers and then claimed that that is their arguments. This is a form of strawman arguing.
Krzycho
Profile Joined July 2007
Poland442 Posts
February 05 2008 12:30 GMT
#550
This thread is stupid....
Unentschieden
Profile Joined August 2007
Germany1471 Posts
February 05 2008 13:14 GMT
#551
On February 05 2008 21:10 Fen wrote:
To sum it up. Youve gone and exaggeratted comments from anti-MBS'ers and then claimed that that is their arguments. This is a form of strawman arguing.


Please read my post again. Closely. I stated that the given "arguments" ARE extragated discussion blockers. All of them DID come up at one point or another, derailing the discussion. None of your rebuttals simply agree and they have actuall REASONS (we want this) attached to them. That is how a discussion should be.

Now we can actually speak about the points.

For example MBS removes 80% of the macro:
First we need to actually figure out what Macro is compromised of.
First, I´d say is harvesting resources. The skill in that would be to figure out how many peons you need at a given time and send them actually doing something. How much of macro is that? Lets say... 20%, expansions are part of this.
Next would be buildings. This has a major effect on the game (proxy, expanding, strategy etc.), so I´d give it 40%.
Then there is teching, all these expensive upgrades etc. ~20% since most of the units are useless without upgrades (later on)
The final (imho) part would be the actuall units, the deciding on them and actually building them. that would be the last 40%.

To make it simple lets pretend both of these parts are equally important, so building units gets 20%
To build optimally you shoudn´t queue up and build as soon as you have the needed resources. Depending on your strategy you might want to build the same unit at the same time in several buildings. Lets be really generous and say we build like that 1/3rd of the time. That would be 1/3 of the 20% of Macro concerned with building units.
That is the part actually effected by MBS.

Feel free to post you opinion or ideally a counterreasoning. It isn´t much work, you must have had a base for your 80% number right?
Wraithlin
Profile Joined October 2007
United Kingdom50 Posts
February 05 2008 13:21 GMT
#552
On February 05 2008 21:10 Fen wrote:
Show nested quote +
On February 05 2008 20:10 Unentschieden wrote:
There are some "points" that are really stopping this discussion imho (at least from a anti-MBS POV):
1. SC is perfect and any change is a degresson
2. Fighting the SC UI is a magic on it´s own (ok that´s partly #1)
3. Players won´t start playing SC2 competativly because they like the game but because it is competative
4. MBS completely removes the Macro aspect from the game
5. Blizzard doesn´t need money
6. SC2 doesn´t need to attract new players

I disagree with all of the above.
These points DO come up and I hope that at least some will understand how they hurt a discussion.

Oh and HamerD: Some have problems with my nick but up to now no one had mangled it like you did (honestly where did the l come from?) No hard feelings on that though.

My point on making the game attractive to more people and make it less clunky/unintuitive are basically the same.


Sigh, Dont know why im even bothering to do this.

1. SC is not perfect but its damn near close. Most changes to something that is close to perfect are going to be bad, but there are some good changes that can be made. MBS is not one of these.

2. "Fighting the SC UI" as you call it is what 90% of computer games are all about. Micro in starcraft is also fighting the UI, trying to aim a gun in an FPS is fighting the UI.

3. Players will not bother playing a game competatively if it is not considered competative by the community. This is why we dont see tic tac toe championships. Blizzard will get millions playing this game, good competition will only occur if the game is seen by the players as competative.

4. It removes a very large portion of macro. Along with Automine and I would estimate a number around 80% of macro removed. This could be proved if someone was willing to put in the work.

5. Lets say blizzard sells 10 million copies of Starcraft 2. In 4 months WoW will have brought in more money. Starcraft 2 has been in production for years. Making money at this point for blizzard is a side-effect from making a great game. NOT the driving force behind starcraft 2.

6. Ive never seen anyone post this before. Starcraft 2 will attract new players regardless of MBS or SBS. If your argument is that Starcraft 2 will flop because it doesnt have MBS, then you are truely not worth the time spent typing to rebut.

To sum it up. Youve gone and exaggeratted comments from anti-MBS'ers and then claimed that that is their arguments. This is a form of strawman arguing.


Where does this 80% number come from ?
Its completely made up and honestly not even close, MBS affects probably closer to 5-10% of macro.

Example: Nada vs Upmagic where the switched to FPV, both players were able to produce rfom all their buildings un under 2 seconds even in the late game, thats 2seconds out of every 30 or so, less than 10% of their macro was unit building.

Macro tasks, Astrix indicates they are reduced by MBS.
Building workers*
Directing workers to mine
Directing workers to build structures
Buiding upgrades
Building units*
Scouting (micro and macro, but here I refer to things like scanner sweeps etc where you look about the map rather than the micro part of directing your scout)

So, thats a fair bit less than 80%
Unentschieden
Profile Joined August 2007
Germany1471 Posts
February 05 2008 13:29 GMT
#553
Lol Wraithlin.

I swear that my and his post was made at the same time, so the ~5-10% number was reached from 2 completely unrelated reasonings at the same time. That somewhat supports our number doesn´t it?
Fen
Profile Blog Joined June 2006
Australia1848 Posts
Last Edited: 2008-02-06 13:04:03
February 05 2008 14:10 GMT
#554
On February 05 2008 22:21 Wraithlin wrote:
Show nested quote +
On February 05 2008 21:10 Fen wrote:
On February 05 2008 20:10 Unentschieden wrote:
There are some "points" that are really stopping this discussion imho (at least from a anti-MBS POV):
1. SC is perfect and any change is a degresson
2. Fighting the SC UI is a magic on it´s own (ok that´s partly #1)
3. Players won´t start playing SC2 competativly because they like the game but because it is competative
4. MBS completely removes the Macro aspect from the game
5. Blizzard doesn´t need money
6. SC2 doesn´t need to attract new players

I disagree with all of the above.
These points DO come up and I hope that at least some will understand how they hurt a discussion.

Oh and HamerD: Some have problems with my nick but up to now no one had mangled it like you did (honestly where did the l come from?) No hard feelings on that though.

My point on making the game attractive to more people and make it less clunky/unintuitive are basically the same.


Sigh, Dont know why im even bothering to do this.

1. SC is not perfect but its damn near close. Most changes to something that is close to perfect are going to be bad, but there are some good changes that can be made. MBS is not one of these.

2. "Fighting the SC UI" as you call it is what 90% of computer games are all about. Micro in starcraft is also fighting the UI, trying to aim a gun in an FPS is fighting the UI.

3. Players will not bother playing a game competatively if it is not considered competative by the community. This is why we dont see tic tac toe championships. Blizzard will get millions playing this game, good competition will only occur if the game is seen by the players as competative.

4. It removes a very large portion of macro. Along with Automine and I would estimate a number around 80% of macro removed. This could be proved if someone was willing to put in the work.

5. Lets say blizzard sells 10 million copies of Starcraft 2. In 4 months WoW will have brought in more money. Starcraft 2 has been in production for years. Making money at this point for blizzard is a side-effect from making a great game. NOT the driving force behind starcraft 2.

6. Ive never seen anyone post this before. Starcraft 2 will attract new players regardless of MBS or SBS. If your argument is that Starcraft 2 will flop because it doesnt have MBS, then you are truely not worth the time spent typing to rebut.

To sum it up. Youve gone and exaggeratted comments from anti-MBS'ers and then claimed that that is their arguments. This is a form of strawman arguing.


Where does this 80% number come from ?
Its completely made up and honestly not even close, MBS affects probably closer to 5-10% of macro.

Example: Nada vs Upmagic where the switched to FPV, both players were able to produce rfom all their buildings un under 2 seconds even in the late game, thats 2seconds out of every 30 or so, less than 10% of their macro was unit building.

Macro tasks, Astrix indicates they are reduced by MBS.
Building workers*
Directing workers to mine
Directing workers to build structures
Buiding upgrades
Building units*
Scouting (micro and macro, but here I refer to things like scanner sweeps etc where you look about the map rather than the micro part of directing your scout)

So, thats a fair bit less than 80%


Sigh, did you notice that you didnt actually debate my point?

If you thought you did, lets look again.
I stated that it was my opinion that 80% of macro would be taken away if MBS and Automine were added.

You responded by claiming that my 80% number was made up (which it was, I admitted that in my post), and totally wrong.
You then used an example of which you yourself made a mistake in. Did Nada only spend 2 of every 30seconds he macroed building units??? I never knew building new buildings was just soo time consuming,
You then continued listing things that only MBS would effect where my argument applied to both the effects of automining and MBS.
And finally you finished up with a number of 10%, which you just pulled out of your head as well, but expect everyone to agree with you because your the god of starcraft.

In short, learn to argue a point.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
Last Edited: 2008-02-05 14:25:24
February 05 2008 14:21 GMT
#555
On February 05 2008 22:14 Unentschieden wrote:
Show nested quote +
On February 05 2008 21:10 Fen wrote:
To sum it up. Youve gone and exaggeratted comments from anti-MBS'ers and then claimed that that is their arguments. This is a form of strawman arguing.


Please read my post again. Closely. I stated that the given "arguments" ARE extragated discussion blockers. All of them DID come up at one point or another, derailing the discussion. None of your rebuttals simply agree and they have actuall REASONS (we want this) attached to them. That is how a discussion should be.

Now we can actually speak about the points.

For example MBS removes 80% of the macro:
First we need to actually figure out what Macro is compromised of.
First, I´d say is harvesting resources. The skill in that would be to figure out how many peons you need at a given time and send them actually doing something. How much of macro is that? Lets say... 20%, expansions are part of this.
Next would be buildings. This has a major effect on the game (proxy, expanding, strategy etc.), so I´d give it 40%.
Then there is teching, all these expensive upgrades etc. ~20% since most of the units are useless without upgrades (later on)
The final (imho) part would be the actuall units, the deciding on them and actually building them. that would be the last 40%.

To make it simple lets pretend both of these parts are equally important, so building units gets 20%
To build optimally you shoudn´t queue up and build as soon as you have the needed resources. Depending on your strategy you might want to build the same unit at the same time in several buildings. Lets be really generous and say we build like that 1/3rd of the time. That would be 1/3 of the 20% of Macro concerned with building units.
That is the part actually effected by MBS.

Feel free to post you opinion or ideally a counterreasoning. It isn´t much work, you must have had a base for your 80% number right?



Well how about you deconstruct my reasoning next? Automine only affects sending peons to work, so if we are generous that is another 10%, so in a really really worst case scenario both MBS and Automine would affect <20% of the whole Macro.
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
February 05 2008 14:34 GMT
#556
In my opinion the anti-MBS arguments don't hold any numerical weight.
It's the sort of thing that you have to think about for a bit..."will it make a difference?" and then after a bit of thought you realise no it wont.

Just imagine SC1 with MBS.... If I played a pro-gamer would I suddenly stand more of a chance?
Well no, I'd lose before I even got to more than 3 Hatcheries. And even then I wouldn't want to select them all at once. I'd have them on separate hot-keys so I can produce my drones mainly from my main and expo hatch and then attacking units from my middle hatch. The obvious difference in skill level wouldn't be diminished by this addition.

However, when I play my brother at home and we get to end-game battles the addition of MBS would make the game more exciting as we can produce units faster. The person with the highest APM would still win (me!) as I micro better and can attack from different angles etc...

Without MBS you could argue there is less skill. What if my brother attacks me just as I F2 back to my main Hatchery batch to queue up some extra units or flick to a new expansion to make some drones? He couldn't of planned that timing, but by a fluke he caught me off guard and with me unable to micro he could win the battle.
Even pro-gamers can be fractions of a second late on micro because they happened to be looking elsewhere.

SC2 doesn't have to be exactly the same as SC1 to be good. There is a large fear (justified I feel) that the game won't live up to expectations, but if it does flop it won't have anything to do with MBS. Balance and cheesiness will have a far far far far higher effect on whether the game will be competitively played or not.

Don't hate the player - Hate the game
Gandalf
Profile Joined August 2004
Pakistan1905 Posts
February 05 2008 15:05 GMT
#557
Unentschieden the impression I'm getting is that you deliberately ignore the solid arguments presented by the anti MBS side, then nit pick on something poorly written and extrapolate it to mean something else. If you want to argue, address the real issues, instead of trying to "win" the argument by trying to be clever.

As always, like every other pro MBS person, you completely fail to acknowledge that macro and micro are heavily inter linked and that massively changing one will massively change the other as well. This concept has been explained over and over, yet you fail to acknowledge it, and your posts assume that macro is a completely isolated aspect of SC, changing which will not affect anything else. This is NOT SO. You reduce the time investment required for macro, you increase the time available for all other actions. Macro depends on micro, and micro depends on macro.

Unless you acknowledge the true role macro in its current form plays, you can form no real argument for the inclusion of MBS in SC2.

And if we are simplifying macro so much, why not simplify micro as well? How would you react to MUM or multiple unit micro or something? Imagine being able to micro large armies perfectly with two clicks. Would that be fun to you? The unit mix still has to be decided. You still have to hotkey. You still have to position your army. You still have to decide when to attack. All I'm taking out is the micro during the battle. Thats like, umm, 10%. 90% of the micro still remains.

Micro and macro both require mental and physical skills. The clicking portion is the physical skill, but its nature is such that it stresses the mental portion as well. Read some earlier posts to understand why macro being a time requiring task plays a vital role in decision making.

If SC2 excludes MBS, some dumbass reviews might list this as a "con" at the end of their review. Will they rate SC2 a poor game? Hell no. It will still rate 9+ on every single review. Anyone who has a liking for RTS games, be it SC, warcraft, CnC or whatever, IS GOING TO BUY SC2. There is no question, SC2 will sell like hot cakes. The question is, will it last? Will it have enough depth in it to survive ten years? Will it further the pro scene? Including MBS will kill macro, it will kill a lot of decision making, it will kill a lot of the tense atmosphere of SC games, it will heavily decrease the importance of time, it will make minimap awareness easier, it will make harass harder, it will do a ton of things that you have no clue about.
maybenexttime
Profile Blog Joined November 2006
Poland5558 Posts
Last Edited: 2008-02-05 15:26:35
February 05 2008 15:24 GMT
#558
I can't bother to reply in this thread anymore. I just want to point out that Klieve is wrong about Zerg macro, I mean totally wrong. With Zerg you'r supposed to create either Drones only with all Hatcheries or fighting units only, at least most of the time. The reason behind that is quite simple - half an army & half an economy won't do you any good, it's useless - both of them. So as a result of that reasoning, you won't be willing to group your Hatches separately.

Also queues did not alter the competitive side of the game because, ideally, you shouldn't use them because you lose money you could've spent elsewhere when you queue units up. MBS doesn't have any such drawbacks.
Gandalf
Profile Joined August 2004
Pakistan1905 Posts
February 05 2008 15:24 GMT
#559
On February 05 2008 23:34 Klive5ive wrote:
In my opinion the anti-MBS arguments don't hold any numerical weight.
It's the sort of thing that you have to think about for a bit..."will it make a difference?" and then after a bit of thought you realise no it wont.

Just imagine SC1 with MBS.... If I played a pro-gamer would I suddenly stand more of a chance?
Well no, I'd lose before I even got to more than 3 Hatcheries. And even then I wouldn't want to select them all at once. I'd have them on separate hot-keys so I can produce my drones mainly from my main and expo hatch and then attacking units from my middle hatch. The obvious difference in skill level wouldn't be diminished by this addition.



Another pointless comparison. If I suddenly got dribbling skills as good as Michael Jordans, would I own him at basketball? Hell no. He would beat me silly. The only conclusion we can draw is that there are factors OTHER than dribbling skills that play a role, and I'm vastly inferior to MJ in those. Unless, of course, we are totally stupid, and conclude that dribbling plays no role in basketball. So is dribbling not important then? Ofc it is, but the comparison is completely stupid, and deliberately chosen to prove a point because no real argument exists.

Now suppose my brother is slightly better than me at basketball, and I get MJ's dribbling skills. I would rape him silly. While the first example seemed to prove dribbling skill is useless, this one proves the opposite.

What MBS will do is shallow down the skill range. There will still be better and worse players, nobody is denying that, and that is why comparing myself to Nada is just plain dumb. But you can imagine that everyone on iccup ranks C- to B+ or something will become roughly equal in terms of skill. Will this damage the life of the game? YES. Why? Because when people play, they do want to get better. With MBS, the returns for effort in terms of getting better will be massively diminished, hence heavily discouraging people from continuing to play. This might seem ridiculous to you, but Starcraft proves this. Ten years on, its still being played tons. In the pro scene, this shallowing of skill will be even more massively felt. With macro reduced to a mere two clicks every few minutes, all pros will end up being roughly as good as each other. Its obvious why this would be bad.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
Last Edited: 2008-02-05 15:37:36
February 05 2008 15:33 GMT
#560
On February 06 2008 00:05 Gandalf wrote:
Unless you acknowledge the true role macro in its current form plays, you can form no real argument for the inclusion of MBS in SC2.


Well let me say the same to you. We obviously have completely different ideas about the "true" role of macro. Micro and Macro obviously interact with each other, don´t lay words in my mouth.
Also the old rebuttal "if you make that easier why not automate everything" doesn´t bring the discusson forward one bit. Just like it would be to say that we should bring Dune2s UI back as counterexample - extremes are bad arguments.

Arguing that the time pressue for proper macro is needed for a competative game - ok. But MBS does NOT make PROPER Macro any easier. MBS is too restrictive to be optimal for competative play. Thats why I usually compare it to queueing, that has a even worse potentional to "break" Macro - but it didn´t. They are handy but the (arbitary) "Tax" kept it from lessening the Macrostrain on competative games. For beginners with 10k+mins in their treasuries they are nice but useless for perfectionalists.


On February 06 2008 00:24 maybenexttime wrote:
Also queues did not alter the competitive side of the game because, ideally, you shouldn't use them because you lose money you could've spent elsewhere when you queue units up. MBS doesn't have any such drawbacks.


I think that MBS WILL get a more or less reasonable drawback that makes it less usefull for perfectionalists. Otherwise, yes MBS could change gameplay substantionally. But Blizzard officially anounced that they would counterbalance the "ease" of the new UI (including unlimited selection, MBS, Automine, Lazy Peon Button...).
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
February 05 2008 15:36 GMT
#561
On February 06 2008 00:24 Gandalf wrote:
This might seem ridiculous to you, but Starcraft proves this. Ten years on, its still being played tons.


For it to be proof you have to prove that Starcraft would not have been successful with MBS. I mean seriously?
Don't hate the player - Hate the game
maybenexttime
Profile Blog Joined November 2006
Poland5558 Posts
February 05 2008 16:16 GMT
#562
On February 06 2008 00:33 Unentschieden wrote:
Show nested quote +
On February 06 2008 00:24 maybenexttime wrote:
Also queues did not alter the competitive side of the game because, ideally, you shouldn't use them because you lose money you could've spent elsewhere when you queue units up. MBS doesn't have any such drawbacks.


I think that MBS WILL get a more or less reasonable drawback that makes it less usefull for perfectionalists. Otherwise, yes MBS could change gameplay substantionally. But Blizzard officially anounced that they would counterbalance the "ease" of the new UI (including unlimited selection, MBS, Automine, Lazy Peon Button...).


The problem is that nothing is indicating any such thing, and CowGoMoo says it's unlikely Blizzard will consider it.

I still believe that making people unable to hotkey multiple buildings is the best solution. This way macro still requires attention, and thus decision making, while pro-MBS players may still double-click on their Gateways and press 'z' to produce Zealots. This also solves the issue of Zerg macro being an "easy mode", which, according to Cow, it currently is.

Alternatively, units could fully queue up in initial buildings of one's selection first. I.e. you press 'z' 6 times, and 5 Zealots queue up in your first Gate & 1 in your second one out of, say, 10 Gates, instead of 2 Zealots getting queued up in each of your selected Gates when you press 'z' 2 times.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
February 05 2008 16:29 GMT
#563
The production Tax is in itself unreasonable and Blizzard dropped it like a hot potatoe for WC3. That doesn´t mean it won´t make a comeback for SC2 thanks to the different meanings of Unit numbers and losses in the two games.

Blizzard will add a drawback unless the design as it is already states a drawback in itself. In the worst case scenario they would take it out.

That, of course, is future music since the game is prealpha. I don´t think Zerg can be considered "easy" or "hard" if they aren´t even presentable yet.


But some of the suggestions like "unhotkeyable" are not drawbacks, they defeat the point entirely.
The point is it to make the game easier to control, even at the expense of efficiency.
If MBS neither makes the game easier to control NOR makes it any more efficient it shouldn´t be added at all.
maybenexttime
Profile Blog Joined November 2006
Poland5558 Posts
February 05 2008 17:38 GMT
#564
I'm talking about macro aspect only (physical one). It's balance tester's opinion.

As for the reason behind implementing MBS: is it to make the game easier to control by being able to macro in battle or just to be able to double-click-select/drag-select multiple buildings?

I guess it'd be helpful if Blizzard clarified that one.
Gandalf
Profile Joined August 2004
Pakistan1905 Posts
February 05 2008 17:43 GMT
#565
On February 06 2008 00:36 Klive5ive wrote:
Show nested quote +
On February 06 2008 00:24 Gandalf wrote:
This might seem ridiculous to you, but Starcraft proves this. Ten years on, its still being played tons.


For it to be proof you have to prove that Starcraft would not have been successful with MBS. I mean seriously?


If you're going to be like this, then fine. Obviously no 100% proof can exist for either party in this argument then, since we cant go back in time in another dimension and have blizzard launch sc there with MBS, and then see how it does.

We have to go on what we do have, because while it might not be absolute, 100% proof, it sure is better than spinning unfoundied theories. So, what do we know? We know that Starcraft is leaps and bounds ahead of any other RTS ever made. This includes games that have been made during the ten years following Starcrafts release. Games that are obviously more advanced from a technical standpoint. Despite this, none has come even remotely close to what Starcraft has achieved. So obviously, Starcraft has some qualities that no other RTS has, simply because it is the only RTS to have enjoyed such success.

Using your logic, I could point out that there are a lot of RTS games that do have MBS, and they all suck.

Using your logic, I could say that micro is completely irrelevant to the success of Starcraft. When you reply with a "wtf? I mean seriously?", I could say for you to prove otherwise, you would have to prove starcraft would not have been successful without micro. The only way to do that would be the whole go back in time thing again.

Since its well established that Starcraft is the most successful and most competitive RTS game of all time, what Blizzard must do now is build on the elements that caused that success. This does not mean that they cant innovate, or introduce new stuff, or tweak the mechanics of micro and macro, but the essence of Starcraft living on in SC2 is the surest way to guarantee success, both with the casual gaming masses and the more hardcore, pro scene.
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
February 05 2008 17:58 GMT
#566
I was merely pointing out the absurdity of your statement.
You did a nice job of backpedaling by the way.

I could point out that there are a lot of RTS games that do have MBS, and they all suck.
That's a very good point (I looked very hard, and eventually I found a point in that wall of text worth replying to).

Ok so those games were not as good, but I don't think that is because of MBS. No other game has matched the beauty of 3 fully balanced races, or the distinct play styles and tactics that each pro-gamer brings to a MU.

I don't want to quote the maths again, but I agree fully with other posters when they say that MBS will take away such a small portion of the game that it would be irrelevant to the success.
And I argue that SC2 will be the same, the success will not depend in anyway on the inclusion or non-inclusion of MBS.
Don't hate the player - Hate the game
Gandalf
Profile Joined August 2004
Pakistan1905 Posts
February 05 2008 18:00 GMT
#567
On February 06 2008 00:33 Unentschieden wrote:
Show nested quote +
On February 06 2008 00:05 Gandalf wrote:
Unless you acknowledge the true role macro in its current form plays, you can form no real argument for the inclusion of MBS in SC2.


Well let me say the same to you. We obviously have completely different ideas about the "true" role of macro.


To "We obviously have completely different ideas about the "true" role of macro", I will say thank you, you have finally realized your comprehension of macro is grossly shallow. If you disagree with any of the factors I listed as playing a role in macro or being affected by the demands of macro, you are just plain wrong. Anyone whos played SC for any reasonable amount of time will tell you so.

So now, before we proceed, explain to me what YOU think macro is, and how you think it affects gameplay, and how it interacts with all the other elements of the game. Please, dont sidestep this question or try to be glib. Lets see if you even get what macro is.

Please also explain how the macro system in SC has held the game back. If it hasnt, and if all it has done is help ensure SC became the best RTS of all time, then you need to take a step back and reconsider your stance.Why is it bad? Why is it inferior? Why and how will it damage SC2? DONT talk about whats realistic, about why you dont like it or blah blah. Tell us the impact of SCs macro system implemented in SC2, and how it will be detrimental to the game.

When something works so well, the obvious challenge is to improve it - not to exclude it and introduce a system that has resulted in many a mediocre RTS games.
Gandalf
Profile Joined August 2004
Pakistan1905 Posts
February 05 2008 18:22 GMT
#568
On February 06 2008 02:58 Klive5ive wrote:
I was merely pointing out the absurdity of your statement.
You did a nice job of backpedaling by the way.
Show nested quote +

I could point out that there are a lot of RTS games that do have MBS, and they all suck.
That's a very good point (I looked very hard, and eventually I found a point in that wall of text worth replying to).

Ok so those games were not as good, but I don't think that is because of MBS. No other game has matched the beauty of 3 fully balanced races, or the distinct play styles and tactics that each pro-gamer brings to a MU.

I don't want to quote the maths again, but I agree fully with other posters when they say that MBS will take away such a small portion of the game that it would be irrelevant to the success.
And I argue that SC2 will be the same, the success will not depend in anyway on the inclusion or non-inclusion of MBS.


Ok, so you dont "think" its because of MBS. What you think isnt good enough by your own standards. Prove it, please, absolutely. 100% proof is required in this thread. No proof, no post.

And distinct play styles were introduced by progamers because starcraft was good enough to create a pro scene and entice people to play that much in the first place. How many other games have done this?

I'm glad you do agree that Starcraft IS the most successful RTS of all time. This would mean, and no, I'm not providing any mathematical proof of this, that it had some element(s), or a balance of element(s), that made it massively superior to all other RTS games. Blizzard needs to deduce what those were, and then build on those, and improve on those further - and that will guarantee the success of SC2 at every level. And who is better equipped to deduce what those element(s) or balance might be? Someone who has played 200 zero clutter games, or someone like Boxer, who has a profound understanding of the game?

Your statement that MBS will take only a negligibly small portion of the game away is totally wrong. Were that really so, why is it that anyone who has played this game for a respectable amount of time will disagree with it? MBS will HEAVILY impact gameplay, and it will take away big chunks (not chunk) of the game away. Please prove it wont be so, beyond doubt that is. I need 100% proof because without that one cannot argue, ever.

The people who played SC2 at blizzcon said MBS was detrimental to the fun of the game. They actually played the game, you havent. How do you argue against that?

And please tell us why SC2 wont be impacted by the inclusion or non inclusion of MBS. Are you trying to see it is such an irrelevant aspect of the game that radically changing it wont make any difference?

Also please tell us what it is about SBS that you actually dislike? I hope the repetitive task argument doesnt come up again. Everything in SC is repetitive. I hope the decision:click ratio doesnt make another entrance, we've already decided why thats stupid. Or the "more advanced" UI. Why not advance it further and exclude even those two clicks? Or advance the micro UI so you can execute complex full army micro maneuvers with a single click? Theres no end to "advancement" - simply saying "advanced" isnt an argument. All the pro MBS arguments seem to be based on personal preferences, there is neither logic nor evidence to support them. And to the large amounts of evidence that exists to support SBS, you say prove it, which I cant unless you get me the delorean.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
February 05 2008 18:45 GMT
#569
On February 06 2008 03:00 Gandalf wrote:
If you disagree with any of the factors I listed as playing a role in macro or being affected by the demands of macro, you are just plain wrong. Anyone whos played SC for any reasonable amount of time will tell you so.

Yeah, tell me so People! Sorry about that, I just couldn´t resist.


My idea of Macro? Let me quote myself:

On February 05 2008 22:14 Unentschieden wrote:
First we need to actually figure out what Macro is compromised of.
First, I´d say is harvesting resources. The skill in that would be to figure out how many peons you need at a given time and send them actually doing something. How much of macro is that? Lets say... 20%, expansions are part of this.
Next would be buildings. This has a major effect on the game (proxy, expanding, strategy etc.), so I´d give it 40%.
Then there is teching, all these expensive upgrades etc. ~20% since most of the units are useless without upgrades (later on)
The final (imho) part would be the actuall units, the deciding on them and actually building them. that would be the last 40%.


The percentages give my idea of "importance" of the certain area to overall good Macro.

I think the SC UI would scare away new players, today they expect a easy "entrance" for a game.
They need to get the feeling that they advance or they abort progression out of frustration - Blizzard showed understanding of that concept with WoW-a ape could get from 1-60. Any resembelance of challenge starts from there.
Once again, let me compare MBS to Queues. They are a great help in the beginning, when you need to learn the basics. Later on, at the competative level, they don´t help you or make it any easier.
The doctrine "Easy to learn, hard to master" is supported by such a implementation.



Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
February 05 2008 19:14 GMT
#570
Gandalf you are beginning to annoy me now.
A wall of text and ramblings don't make your points more valid.
Plus I think everyone can see your being purposely abrasive with all the 100% comments.
As I said before I was merely pointing out the absurdity of your claim that "the success of Starcraft proves MBS is a bad thing."

On February 06 2008 03:22 Gandalf wrote:
The people who played SC2 at blizzcon said MBS was detrimental to the fun of the game. They actually played the game, you havent. How do you argue against that?

Well first of all I'm sure they "all" didn't say that. Secondly I don't think the majority said it takes the fun away, merely that it made it easier to play. But most importantly they weren't playing at anything like a high level, they had 5 minutes to learn and apply strategies. I don't believe their opinion is a lot more valid than ours.

On February 06 2008 03:22 Gandalf wrote:
And please tell us why SC2 wont be impacted by the inclusion or non inclusion of MBS. Are you trying to see it is such an irrelevant aspect of the game that radically changing it wont make any difference?

Well... yes. I think I made that very clear.
I don't think it would effect an ICCUP ladder or pro play.
The only difference in my view is it would make the game more fun for beginners and casual gamers; players who wouldn't even think of playing ICCUP.

On February 06 2008 03:22 Gandalf wrote:
Also please tell us what it is about SBS that you actually dislike?

Personally I don't mind SBS at all.
Don't hate the player - Hate the game
HamerD
Profile Blog Joined January 2008
United Kingdom1922 Posts
February 05 2008 19:50 GMT
#571
Gandalf and Uninetendsupercalifragilisticexpialidociousshielden, ()

How come you guys type such perfect english?

Klive,

Your specific point about pros/noobs and the difference of MBS or no MBS has been argued about for like 15 pages with lots of people saying the same things as you.

Unit-guy with a shield (sorry lol i will never learn your name ><),

Alls I can say is that I got into SC VERY late (only a few months ago) and as such SC has had to win my attention past aoe3 and cnc3 and aoc and war3 etc. But definitely SC beats them all down and I honestly reckon that a part of that is the tricky base management which isn't TOO tricky.

I've been thinking that blizzard want to perhaps rip off cnc3 in many ways. They seem to want a game with the exact same pace and even the same units (those tripod guys look like ripoffs ><). Weird, cos cnc3 sucks ass compared to SC imho

"Oh no, we've drawn Judge Schneider" "Is that bad?" "Well, he's had it in for me ever since I kinda ran over his dog" "You did?" "Yeah...if you replace the word *kinda* with *repeatedly*...and the word *dog* with son"
Meh
Profile Joined January 2008
Sweden458 Posts
February 05 2008 20:21 GMT
#572
Just gonna put in a small side-note before you continue your verbal warfare:

Starcraft 1 was not a great game when it first came out. To be honest, I stopped playing after a few months, and then began again shortly before Broodwar came out. Do you even remember that, for example, you had to single-select reavers and carriers if you wanted to make more scarabs/interceptors? That was a total whore of a chore, a UI implementation that was exactly what you'd expect it to be: build 1.00

And do you remember that when Starcraft 1 first came out, it was no more balanced than CnC? Just like Warcraft3, the winners were the cheesers and the losers were the people who actually played the game. Not to mention all the bugs.

The greatness of Starcraft is not it's fundamental build (part of which happened to be SBS). It's the fact that after 10 years, Blizzard still patch it, still improve it. Starcraft 2, I believe, will be nowhere near as good as Starcraft 1 when it hits the shelves. But give it two-three years of patching, then you can come back and discuss whether MBS was really such a big deal (if it's still in there and hasn't been patched away that is). As it is now, only a fraction of the people in this thread has even played the friggin game, and even the good arguments are based off of completely different games alltogether. Would you please let the game at least hit beta before you start stating your opinions as if they were 100% true? Discussing is fine, as long as both parts acknowledge that, in the grand scheme of things, they know precisely dick about this game.
"Difficult task balancing! So I will continue to gaebaljin gemhamyeo balancing. But we are exceptional talent!" - Blizzard
Gandalf
Profile Joined August 2004
Pakistan1905 Posts
February 05 2008 20:58 GMT
#573
On February 06 2008 03:45 Unentschieden wrote:
Show nested quote +
On February 06 2008 03:00 Gandalf wrote:
If you disagree with any of the factors I listed as playing a role in macro or being affected by the demands of macro, you are just plain wrong. Anyone whos played SC for any reasonable amount of time will tell you so.

Yeah, tell me so People! Sorry about that, I just couldn´t resist.


My idea of Macro? Let me quote myself:

Show nested quote +
On February 05 2008 22:14 Unentschieden wrote:
First we need to actually figure out what Macro is compromised of.
First, I´d say is harvesting resources. The skill in that would be to figure out how many peons you need at a given time and send them actually doing something. How much of macro is that? Lets say... 20%, expansions are part of this.
Next would be buildings. This has a major effect on the game (proxy, expanding, strategy etc.), so I´d give it 40%.
Then there is teching, all these expensive upgrades etc. ~20% since most of the units are useless without upgrades (later on)
The final (imho) part would be the actuall units, the deciding on them and actually building them. that would be the last 40%.


The percentages give my idea of "importance" of the certain area to overall good Macro.

I think the SC UI would scare away new players, today they expect a easy "entrance" for a game.
They need to get the feeling that they advance or they abort progression out of frustration - Blizzard showed understanding of that concept with WoW-a ape could get from 1-60. Any resembelance of challenge starts from there.
Once again, let me compare MBS to Queues. They are a great help in the beginning, when you need to learn the basics. Later on, at the competative level, they don´t help you or make it any easier.
The doctrine "Easy to learn, hard to master" is supported by such a implementation.





If you do disagree with what I stated plays a role in macro, explain why. Dont just disagree and sit on it.

While the components you have mentioned of macro are indeed so, you've ignored a lot. You've ignored that macro being a time requiring activity heavily influences deicision making. When a pro piles up 1000 minerals, its not because hes too slow to multitask well - hes either saving money for a particular reason, or is embroiled in an engagement so critical that he decides to give it his 100% attention. Despite the fact that a 400apm player can macro with hotkeys blazingly fast, the physical stress of macro still influences decisions. With MBS, this is gone.

MBS will also decrease how much the player is stressed to be aware of whats happening. In a regular starcraft game, with its back and forth action, all the micro and the macro, it is challenging to be fully aware of everything thats going on. That creates important roles for harassment, for dual or triple attacks, and so on. With MBS, a person can devote himself much more to his army and keeping his eyes peeled for any surprises - the game will become more predictable and linear.

In a late game scenario, lets take zerg since we've talked about protoss too much, you'll have hatcheries spread out all over the map. Shifting between bases to macro means you have to divide your time well between various tasks - an aspect that will be lost with MBS.

Now imagine a scenario where you are running your enemy over, and want to rally all 12 of your hatches to a certain base of his. With SBS, this is challenging, you still have to macro off 12 hatcheries while jumping around the map. With MBS, one click to rally, two to mass units every 30 seconds, and you can sit back and relax. (Although I dont care about MBS for rally points)

I disagree with the percentages you've assigned to various sub tasks, and I think its better if we all stay from that kind of argument. However, I would first split macro as having mental and physical components - the former would encompass all the decision making, and the latter the physical execution. A task such as a weapons upgrade, for example, has a much larger mental component, since when to upgrade can be an important decision, but physically, it is just two clicks. Unit production, on the other hand, has a greater degree of physical involvement, and so on.

Finally, ten years ago, I would've found it really hard to learn a lot of the games being played today. They are far too complex compared to any game we had back then. I mean, I started off with prince of persia, and guess what, I found some parts friggin hard. Now it would be a joke. I think gamers today are MUCH more prepared to handle more challenging games than they were when SC came out. We already have a ton of people who can play really fast after years of playing various games.

You cannot compare MBS to queues, they are totally different. Queuing allows a poor player to use his money, but the returns are not immediate. It is actually detrimental to your macro to queue 2+ units in your facilities, and hence weaker players who get forced into queuing by a better opponent actually suffer in terms of macro. In other words, queuing does nothing to lessen the gap between a better and a worse player. MBS does the opposite - two clicks per minute macro can be accomplished by any player.



Unentschieden
Profile Joined August 2007
Germany1471 Posts
Last Edited: 2008-02-05 21:50:15
February 05 2008 21:47 GMT
#574
Well first, yes Macro taking time influences desicions-and that is bad. Seperate Macro into mental and physical requirements- and get rid of the physical as far as possible.
Macro in itself does not require timecritical desicions like Microing does-if you want say, 20 dragoons you wont change your mind 10 seconds later(unless scouting or something else occurs).
Timeconsuming Macro limits the complexity of Micro combat - Micro and Macro should both be challenging but Macro more on a long term scale. That would allow more depht on both "sides".
Increase the effect of physical ability on the succsess of Micro and increase the importance of "brains" for Macroing, let the two aspects of the game become more distinctive.

Also I think you seriously overestimate the effect MBS would have. That was one reason I tried to break up the Macro aspect - I don´t think that it would effect the game as much as you do. But I doubt we can get any further on THAT point without the beta.


Depends what games you mean. There are still "simple" games produced-but the PC gamer as a target group got older. Also the term of e-sport is quite new, before that complex games were just for the "geeks" a small subgroup that didn´t have the buying power to warrant expensive game develpments. What do you think it costs to develop a "blockbuster" game today?


On your last paragraph: I think the exact opposite. As stated before I think you seriously overestimate the effect of MBS on overall Macro. Performing Macro like you describe it - 2 clicks per minute - would imho be horribly inefficinet, just like queuing up.



TL:DR
I agree with your argumentation but not your deduction.
Gandalf
Profile Joined August 2004
Pakistan1905 Posts
February 05 2008 22:46 GMT
#575
My last post for this thread, its getting too repetitive. I think after the assault on intellect that this thread is, rubbing some salt in my eyes will be pleasant relief.

Video games have always had both physical and mental components, and I doubt anyone will argue against that. Dexterity and finesse with controls often has importance at some part or the other. I remember as a kid I used to play street fighter and there used to be this bonus stage where I'd have to mash buttons as fast as I could in order to break some breaks. Mindless, but fun.

Obviously games have evolved to the point where actions must have more reason behind them.

The average PC gamer is indeed older, and its because the first generation of players has grown older. This doesnt mean a 13 year old today cant pick up hard games today - because, come on, 13 year olds can kick serious ass. Young or old, players today are much better equipped to handle more complicated games. If anything, easy games are boring. Pacman released today would be a joke.

Performing macro with MBS will not be just like queuing up. Queuing up uses up resources for an inferior player, but gives no immediate return. But why does he queue, why doesnt he just put down more gates? Because its a skill he has yet to perfect. Because putting down gates and macroing units while fighting is a challenge. With MBS, actual unit making will require next to no time, hence freeing up sufficient time to put down gates, and changing a lot of things.

Macro requires a lot of time critical decisions. How can you say otherwise? A glaring example is a timing push in TvP, you mess it up, and you're screwed. You do it will, and it works wonders.

I'm glad you agree that there are physical and mental components for macro and micro. You also state you want to minimize the physical component of macro (and therefore, I assume, free up more time, one of the effects of which will be to increase the physical component of micro), but that is a personal preference. The fact that you want a more micro intensive game makes it obvious you arent against physical labor during a game, its only the distribution you want altered. This discussion is how MBS will impact on a large scale, not how you would tailor the game according to specifically what you like or dislike. You must acknowledge that a particular feature you are not to pleased with could be extremely fun to others.

A casual gamer doesnt care about being gosu. Or about getting A+ on iccup. A casual gamer logs onto bnet, has only heard of boxer and nada here and there, plays a few games with his friends or pubs, and logs off. 90% of bnet would rape him 1/1, but he doesnt care - hes a casual gamer. As long as he can find games with people in his skill range, hes happy. The absolute level of his skill is irrelevant. This is why the exclusion of MBS will not affect the casual gamer.

Klivefive is awesomely brilliant for saying:

"Well first of all I'm sure they "all" didn't say that. Secondly I don't think the majority said it takes the fun away, merely that it made it easier to play. But most importantly they weren't playing at anything like a high level, they had 5 minutes to learn and apply strategies. I don't believe their opinion is a lot more valid than ours."

And what might be the source of this information? If you look through older threads, you'll find your paragraph is entirely wrong. I believe MBS took so much fun out of the game that some starcrafters sat down with the developers and tried to explain why it must be excluded. I also dont get where the 5 minute number came from, thats not even the length of one game. I do believe their opinion is more valid than ours, however minutely so, because 1) They played SC2, we didnt, and 2) Some of these players have played several RTS games and understand their gameplay very well.

And to klivefives statement of the thread:

"I don't think it would effect an ICCUP ladder or pro play.
The only difference in my view is it would make the game more fun for beginners and casual gamers; players who wouldn't even think of playing ICCUP."

People who dont even think about playing iccup, who are casual gamers, dont give a crap if they have 3000 mins piled up. Casual gamers consider their money well spent if they play a game for a few months. SC will sell well, MBS or no MBS, but converting casual gamers into hardcore gamers, and hence lengthen the life of SC2, will require certain factors, one of which is SBS.

I dont know how to respond to your claim it wont affect ladder or pro play. Over two threads, there have been countless posts explaining why it will be otherwise. As usual, you stubbornly ignore all the real questions, extrapolate a misplaced comma to mean something it doesnt, and argue about irrelevancies such as realism or decision:click ratio or repetitive actions or blah blah yadda yadda

I have yet to read a single argument that clearly delineates how the inclusion of MBS will benefit SC2 as opposed to SBS at the ladder or pro scene. Please realize that saying "MBS will affect casual gamers but not ladder or pro games" is not an argument - its just a statement, without any support whatsoever.

Would it be possible for Blizzard to implement two different UIs, differing only in MBS and SBS, with split ladders, so that players from one cannot play against the other? The casual gamers can go the MBS way. But should they implement this, I have a feeling that sooner or later, the MBS ladder will die out - because the casual gamers will die out after a certain time, and everyone else will want to get better and have more fun.













HamerD
Profile Blog Joined January 2008
United Kingdom1922 Posts
February 05 2008 23:10 GMT
#576
Yeah. I'm sure that 99% of people who would whine about SBS would stop whining after they realise SC > their favourite RTS
"Oh no, we've drawn Judge Schneider" "Is that bad?" "Well, he's had it in for me ever since I kinda ran over his dog" "You did?" "Yeah...if you replace the word *kinda* with *repeatedly*...and the word *dog* with son"
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
February 06 2008 00:22 GMT
#577
On February 06 2008 07:46 Gandalf wrote:
My last post for this thread, its getting too repetitive. I think after the assault on intellect that this thread is, rubbing some salt in my eyes will be pleasant relief.

You really are unbelievable. This level of arrogance is astounding.
It is never alright in reasonable discussion to sink this low.

I respect your point of view, even though I disagree.
There's no point speculating anymore, I'm pretty sure everything has been covered.
We'll just have to wait and see.
Don't hate the player - Hate the game
1esu
Profile Joined April 2007
United States303 Posts
February 06 2008 01:36 GMT
#578
Actually, I think everyone except GeneralStan misunderstood my argument. Gandalf originally asked why people would find macro-mechanics (which is my term for the physical aspect of macro, as opposed to the mental aspect which I call macro-management) "tedious", or not fun. I responded that having to click more than necessary to implement a "decision" is not fun, and thus that these extra clicks should be minimized to have less effect on the player's experience.

My argument is that MBS, in addition to making the macro-mechanical learning curve easier and allowing the development team more room to create new features (who would otherwise be limited by feasibility of use due to SBS's macro-mechanical time sink), can also help make SC's macro more interesting and more fun for players if implemented correctly, not because it would make the game more "realistic" or "less repetitive".

In retrospect, I should have defined "decision" more carefully, as people took it to mean "strategy" or "plan of action", and made good arguments (that I agree with) as to why simplifying the UI to the point where players could implement strategies with a few clicks took skill out of the game.

So, to clarify, by decision I mean a meaningful choice. Note that these meaningful choices, unlike strategies or plans of action, don't have to be consciously determined; in fact, for most SC veterans, many meaningful choices are determined instinctually, especially in micro. With this in mind, I think a great UI should allow the player to execute all meaningful choices in the minimum number of clicks, ensuring each click is the direct execution of a meaningful choice.

To explain, take the example of a micro-mechanical action: ordering 9 zealots to attack 3 tanks, 3 to each tank, while ignoring other units on the way. The strategy might be to order my zealots to attack the tanks, but the player still can make several meaningful choices within: how many zealots to assign to each tank, whether to ignore other units or not along the way, which zealots to assign to each "attack group" (which matters if they have differences in health).

Keeping this in mind, look at the number of clicks needed to execute these choices: Three drag-clicks to select each group of three zealots, and three right-clicks to tell each group of zealots to attack a different tank while ignoring other units. This comes to six clicks total, which is ok; any less, and we would pass the line where the computer is making choices for the player, whether in how many zealots to send to which tank or the distribution of the zealots into the three groups.

Now, look at the meaningful choices within the macro-mechanical action of producing a wave of units: which types of units to produce in this wave, and how many of each type. The important point here is that where to produce those units should be a meaningful choice, and is for the Zerg, but isn't for Protoss or Terran because SBS strongly encourages them to construct their unit-producing buildings in one location to maintain productive efficiency in the late-game.

If determining which building to produce a specific unit from (other than ordering units to be built out of their respective types of buildings) was a meaningful choice in SC, I would have no theoretical problem with an SBS UI. However, since it isn't, all the clicks required to select individual buildings while producing units are effectively "dead" clicks, since it doesn't matter where the unit is being produced from unless the player is proxying (in which case two of the building clicks result from a meaningful choice, the first main building selection and the first proxied building selection).

Now, even if these clicks are "dead", it wouldn't really matter if the player didn't have to deal with these "dead" clicks so often in a game. The problem is that unit production happens at predictable intervals, and has the "dead" clicks occurring in the same order and pattern every time regardless of the status of the game (as opposed to the micro situation, which is subtly different every time). Add that to the fact that macro-mechanics is one of if not the most distinguishing factors between players in early skill levels and you see why this might be a problem for peoples' enjoyment of the competitive game.

Now, the situation is not as simple as just minimizing the number of building clicks to those that execute meaningful choices by implementing MBS. An extremely important skill in macro-management is macro-related multitasking, or "presence of mind" (PoM) as I've heard FakeSteve describe it: the choice of when to neglect other game elements to attend to the time-consuming aspects of macro, mostly macro-mechanical actions.

This skill is inextricably tied to the time it takes to execute macro-mechanical actions; as the time goes down, this skill becomes less relevant. One of the major differences in opinion between the pro-MBS and anti-MBS positions is whether PoM can remain the major factor it is in SC in an SC2 with MBS.

The key to PoM remaining a major factor with MBS is for Blizzard to do one or both of two things:

1) Design MBS such that players who want more flexibility and productive efficiency are discouraged from abusing it, thus ensuring that they will have to pay enough attention to their macro that PoM remains a meaningful skill;

2) Add macro-mechanical gameplay elements (preferably involving the micromanagement of workers) that result in more meaningful choices and have a better ratio of choices to clicks, so that the player has more mentally interesting macro-mechnical actions to sink their time into, thus raising the multitasking demand back to SC levels and making PoM a meaningful skill again.

The first approach can clearly be seen in the current implementation of MBS. To use MBS in the worst-case sense that anti-MBSers describe it, players must shift-click their buildings into groups for each unit type such that each group contains exactly the number of their respective type of unit that the player wants to produce in every wave. Too few means less units produced in a two-click than the player wants, too many means that certain buildings in that group will never produce units, and if the player wants to change the number of a type of unit produced, they have to go back and re-shift-click the buildings to set up the production line again.

Also, the player must wait until they have enough minerals to produce one unit of that type in each of the grouped buildings AND all of the grouped buildings are currently idle, or the player will end up with less units than desired, and those units might even be queued. I doubt anyone could argue that using MBS in this case is productively efficient or flexible; just like queueing, it seems to be designed as a crutch for less skilled players to ease the macro-mechanical learning curve.

We already have a great example of the second approach, a more mentally interesting macro-mechanical element, in warpgates for the Protoss. Since there are considerable advantages in the ability to build units anywhere the player has pylon power, it's sensible to predict that most skilled Protoss players will switch to warpgates early on (as it's a core upgrade) and never look back.

The proper use of warpgates will likely require SBS (or very limited MBS), and furthermore will force the player to take their attention off their army to spawn units in nearby pylon power when the warpgates refresh. Also, much of this macro will be hotkey-based, and so the player doesn't have to go click on static buildings to accomplish a task whose reward will only be seen as the units rally to the battle much later; instead, they click on a point and a unit almost instantly spawns there, ready for battle.

Finally, warpgate macro provides at least one other meaningful choice over SBS macro: the order of spawning units. It is a better choice to spawn your zealots before your high templars into the pylon power of a phase prism near a battle, as if the enemy noticed the spawning the zealots would be able to defend the high templars as they spawn.

Considering how productively inefficient and inflexible it is to abuse MBS in its current implementation, and how Blizzard has already revealed macro-mechanical gameplay elements that reward players who focus on macro, just as they promised, I highly doubt that MBS will end up having the disastrous effect on PoM and general multitasking that people in this debate have made it out to be. That doesn't mean it's perfect, however. The effect of MBS on making Zerg macro too easy and the issue of MBS removing the negative feedback loop that helped keep economic advantages from being overwhelming (though considerably mitigated if I'm right about the above two points) still need to be addressed.
0xDEADBEEF
Profile Joined September 2007
Germany1235 Posts
Last Edited: 2008-02-06 02:10:03
February 06 2008 02:06 GMT
#579
"Repetitive" is the best word for this thread.
It's not even worth replying anymore, the last 2 or 3 pages contain not a single new argument.
edit: not including 1esu's post above, haven't read it yet.

I'll just throw in something different to think about:

In almost all games, across all genres, there are quite a few players who generally dislike changes a sequel brings. I'll use Quake as an example. Quake 1 players nowadays still think that Quake 2-4 are for noobs, because Q1 is the fastest and most oldschool and "1337" part of the series. They are an unimportant minority though. No one cares, and Q2-4 are competitive anyway. Only Q3 and Q4 are being used in tournaments nowadays.

SC lived almost 10 years until the sequel has been announced, and it will still take another year or so until it's actually released. The amount of players who think SC1 can never be improved upon (let's call them elitists) is probably really big.
Does that mean they are right? No. It just means that they are close-minded, and that they don't want to be forced to adapt to new/different gameplay (yet).
prOxi.swAMi
Profile Blog Joined November 2004
Australia3091 Posts
February 06 2008 02:17 GMT
#580
On February 06 2008 10:36 1esu wrote:
Blizzard has already revealed macro-mechanical gameplay elements that reward players who focus on macro, just as they promised

Such as?
Oh no
prOxi.swAMi
Profile Blog Joined November 2004
Australia3091 Posts
Last Edited: 2008-02-06 04:09:27
February 06 2008 02:22 GMT
#581
On February 06 2008 11:06 0xDEADBEEF wrote:
Does that mean they are right? No. It just means that they are close-minded, and that they don't want to be forced to adapt to new/different gameplay (yet).

Wtf, we're clearly already being forced to adapt, have u been under a rock while all the new units have been introduced? We've never played with those units before, nor have we performed build orders with the new tech trees. Adaptation is inevitable, and it's certainly nothing that the better players of starcraft are going to fear.
You make it sound like we're scared to lose or something, which is funny because anyone who's decent at this game fully understands the benefit of loss.
I'd say it's definitely more likely that the pro-MBS people (let's call them newbs), are the ones scared of having to actually learn how to macro, and would rather be given a free ticket to the land of insta-army.
Oh no
Meh
Profile Joined January 2008
Sweden458 Posts
February 06 2008 03:14 GMT
#582
Ah ma gawd, iz awn!

Only a matter of time now until someone starts ranting about nazis.
"Difficult task balancing! So I will continue to gaebaljin gemhamyeo balancing. But we are exceptional talent!" - Blizzard
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
February 06 2008 04:30 GMT
#583
On February 06 2008 12:14 Meh wrote:
Only a matter of time now until someone starts ranting about nazis.


GODWINS LAW!!

Well gee golly, I'm gone for one day and there's two whole new pages of argument to address. I kinda agree that this is starting to get repetative.

First let me say that I've written a wall of somewhat meandering text. I think there's some good reasoning buried in here, but if you don't feel like doing a lot of reading, I've really gone and summarised everything important at the end (under TL:DR (good innovation Unentschieden!))

I think we have a solution: MBS is allowed, but not able to be hotkeyed. Satisifies some noobs (who probably don't use hotkeys for production facilities anyways (I know it took me a long time to figure out to do that)), satisifies the requirement to have Rally Points mass changeable, satisifies the requirement that Unit production requires a return to the base. Keyboard macro is still a legitimate

On February 05 2008 20:10 Unentschieden wrote:
There are some "points" that are really stopping this discussion imho (at least from a anti-MBS POV):
1. SC is perfect and any change is a degresson
2. Fighting the SC UI is a magic on it´s own (ok that´s partly #1)
3. Players won´t start playing SC2 competativly because they like the game but because it is competative
4. MBS completely removes the Macro aspect from the game
5. Blizzard doesn´t need money
6. SC2 doesn´t need to attract new players

I disagree with all of the above.
These points DO come up and I hope that at least some will understand how they hurt a discussion.

Oh and HamerD: Some have problems with my nick but up to now no one had mangled it like you did (honestly where did the l come from?) No hard feelings on that though.

My point on making the game attractive to more people and make it less clunky/unintuitive are basically the same.


Are we really back to this? This is one of the worst arguments I've read in this thread in a long time. Strawmen and defunct argument.

Let me throw this right out there: MBS inclusion = more noobs is a DEFUNCT argument. It will not really affect ratings, and real noobs might not even realize that there is no MBS.

To Fen: ""Fighting the SC UI" as you call it is what 90% of computer games are all about. Micro in starcraft is also fighting the UI, trying to aim a gun in an FPS is fighting the UI.

Give me a break. There's a huge difference between the fighting the UI argument of the Pro-MBS side and micro and aiming. Micro is an engaged battle between two players, where the clicks made in micro affect the strategy your opponent uses. You pull in and out looking for weakness, you cast spells, you constantly reposition. Unit production SBS is fighting against the UI because all there is as a UI barrier for you to overcome while you make some units. Aiming is the farthest from fighting the UI because there is no restriction, only your mouse movement directly translated into cursor motion. It's easier than aiming a real gun, which makes a UI improvement in real life. Well that's a pretty dumb argument, but I think you get my point.

We've been around and around the competative argument, but I still really think that MBS doesn't make Starcraft 2 less competative. It means there's more focus on macro, less focus on multi-tasking, but that doesn't directly translate into a less competative game. A game with only micro could theoritically be very very competative. Reaching back to Gandalf's comparison of MBS to dribbling in Basketball (a comparison I find to be a very good one, actually), removing the dribbling rule from Basketball wouldn't make that particular game any less competative, it would just change the feeling of the game a lot. And it would leave a lot of players who had spent many hours perfecting a now defunct skill upset.

Not saying we should remove dribbling from basketball, by any stretch :D

To 1esu. I like the way you think a lot. I completely agree with you that it would be wonderful if there were a way to make macro both a) a time sink and b) mentally stimulating with multiple available strategies. I think it's important that macro have some time aspect to it, because the frantic pace of Starcraft I do believe is a huge reason for its success, but reptative clicks for that sake isn't the best we can do, is it?

I can't really think of a mechanism to make this work out though. You take your scv and start dancing around the minerals and all of your workers mine faster. Lol, what a dumb idea. You see what i mean though?

I also wanted to take a stab at Gandalf's challenge to demonstrate how SBS has ruined Starcraft. I'm pretty sure that I'm going to bullshit a lot, but it's worth a go. SBS makes it so that even the fastest and most competent pros are at a loss in the lategame. There isn't a player who doesn't have units piling up, SVCs idle and careless unit loss constantly. It would be a much better spectator sport if the best pros didn't fuck up all the time. They fuck up becuase they're telling their units to mine and clicking gateways, and giving them a few extra seconds isn't going to give us pros twiddling their thumbs, it's going to mean that all their workers are gainfully employed, their units are moving to the map, there's action constantly. And don't even mention 12 unit group limit. Nothing annoys me more than watching beautiful lategame armies running into the walls because it's too fucking hard to move 4 control groups of units at the same bleeding time.

That was all trash. If you read through that, I really do apologize. It's the same sort of trite arguments that the pro-MBS side started on. I thought I'd keep it on though, a bizzarre stream of conciousness experiment for anybody who cares.
The real argument that the anti-MBS side should be making is that then it wouldn't be Starcraft.

To Maybenexttime: I still believe that making people unable to hotkey multiple buildings is the best solution.

You and I are in complete agreement. Anybody else here agree?

TL:DR

Changing the nature of the game isn't equal to making it less competative. However, we love the nature of Starcraft, so it would be dandy if it didn't change.

The ideal solution to the MBS problem is more mentally challenging macro actions, but nobody has a solid idea on what that means.

The solution at hand is to keep MBS, but disallow MBS hotkeying. This satisifies noobs who want to make units quickly (who generally don't hotkey production buildings anyway), it allows mass rally points, and it requires a return to the base. Macro is still demanding, because you have to select just as many gateways for each type of unit you want.
¯\_(ツ)_/¯
0xDEADBEEF
Profile Joined September 2007
Germany1235 Posts
Last Edited: 2008-02-06 05:31:23
February 06 2008 05:24 GMT
#584
Provided that MBS (or let's better say: the decreased attention gap that results from it) really does hurt the competitiveness (although we really have to wait until beta until we can say this for sure), I agree with 1esu too, that Blizzard should change the macro aspect somehow to force the player to spend enough attention to it. But SBS for many players is too uninteresting and tedious. The side effect of SBS, namely having to pay constant attention to macroing, may be beneficial for the game, but the task itself is not very much so. I'd prefer a more dynamic and strategical, less robotic approach.
I don't care how they'd do it, and I'm too lazy to think of something right now, I'd just prefer not having to go through the same repetitive tasks again. SBS macro is simply too static in an otherwise interesting and dynamic game.

Although I personally think that SC2 has a lot of new ways to play the game, like all the units that can move over terrain, so I believe that players are already forced to pay more attention to the gameplay instead of paying attention to constant macroing. So I think this will be balanced. I may be too naive there, but on the other hand, most of the anti MBS posters are horribly exaggerating ("death of macro", "noobification", while all there is to it is a shift of priority, slightly less macro resulting in slightly more micro).

One very simple solution to all (potential) troubles is to make the game slightly faster, by the way. If you don't believe that, play a SC1 game on "fast" instead of "fastest" and see how much better you will be.
HamerD
Profile Blog Joined January 2008
United Kingdom1922 Posts
February 06 2008 13:11 GMT
#585
wtf does TL:DR mean?

Twin-linked: damage reduction?

Two ladies: double recreation?

To luxembourg: denmark reeks?!

BTW has anyone paused to think that the actual fact that you have to click and make troops constantly with SBS is actually rather fun, if you remove yourselves from starcraft for a month, I bet you'll miss it!

"Oh no, we've drawn Judge Schneider" "Is that bad?" "Well, he's had it in for me ever since I kinda ran over his dog" "You did?" "Yeah...if you replace the word *kinda* with *repeatedly*...and the word *dog* with son"
Unentschieden
Profile Joined August 2007
Germany1471 Posts
Last Edited: 2008-02-06 13:40:57
February 06 2008 13:38 GMT
#586
I like the way this is going.

The most obvious and propably radical to increase macrostrain without adding "artificial" strains (dead clicks) would be the addition of a 3rd resource.

We already have a flexible base makeup (interchangable addons, though imho I´d like a 3rd one) and a advanced build mode (Warp in).

edit:
TL:DR means Too Long, Didn´t Read. The dreaded textwall is the natural enemy of the common forumdweller.
With TL:DR you anounce the part of your post that is actually interesting.
0xDEADBEEF
Profile Joined September 2007
Germany1235 Posts
Last Edited: 2008-02-06 14:33:20
February 06 2008 14:28 GMT
#587
A 3rd resource would be interesting and make macro much more strategical. It would be hard to find good builds and to adapt your build to any given situation. It would be especially nice if more workers than just 3-4 (as it is with gas in SC1) would have to be involved gathering the additional resource. That would mean you'd have to manage your workers really well in early to mid game, and often re-assign workers from gathering one resource to gathering a different one temporarily.

But the disadvantage of it is that it would be incredibly hard for Blizzard to balance the game respectively unit costs then. It's already hard with 2 resources.
L
Profile Blog Joined January 2008
Canada4732 Posts
February 06 2008 16:08 GMT
#588
A 3rd resource
WC2-esque oil?
The number you have dialed is out of porkchops.
Krzycho
Profile Joined July 2007
Poland442 Posts
February 06 2008 16:59 GMT
#589
3rd resource sux!!!!!!!!!!!!
Meh
Profile Joined January 2008
Sweden458 Posts
February 06 2008 17:50 GMT
#590
On February 06 2008 22:11 HamerD wrote:
wtf does TL:DR mean?

Twin-linked: damage reduction?

Two ladies: double recreation?

To luxembourg: denmark reeks?!

BTW has anyone paused to think that the actual fact that you have to click and make troops constantly with SBS is actually rather fun, if you remove yourselves from starcraft for a month, I bet you'll miss it!



Too long, didn't read
"Difficult task balancing! So I will continue to gaebaljin gemhamyeo balancing. But we are exceptional talent!" - Blizzard
HamerD
Profile Blog Joined January 2008
United Kingdom1922 Posts
February 06 2008 18:21 GMT
#591
Third resource like in age of empires series right? That could be very cool, although you would just be moving a step closer to aoe3 which has possibly the most simple UI you could ever get.
"Oh no, we've drawn Judge Schneider" "Is that bad?" "Well, he's had it in for me ever since I kinda ran over his dog" "You did?" "Yeah...if you replace the word *kinda* with *repeatedly*...and the word *dog* with son"
Meh
Profile Joined January 2008
Sweden458 Posts
February 06 2008 23:49 GMT
#592
3rd resource? Do not want.
"Difficult task balancing! So I will continue to gaebaljin gemhamyeo balancing. But we are exceptional talent!" - Blizzard
0xDEADBEEF
Profile Joined September 2007
Germany1235 Posts
Last Edited: 2008-02-07 02:24:51
February 07 2008 02:18 GMT
#593
On February 07 2008 03:21 HamerD wrote:
Third resource like in age of empires series right? That could be very cool, although you would just be moving a step closer to aoe3 which has possibly the most simple UI you could ever get.


Uhm, sorry, but posts like this are really the epitome of ignorance and "elitism" (as in: hate of all things different).
Imagine the current SC1 had a 3rd resource, let's say a 2nd gas type, where you'd need 20 workers to get the most out of it (instead of 3 or 4 for vespene gas).
Would this game be anything like AoE3 then? Please...

Also, what does this aspect (3rd resource) by itself have to do with "easy UI"?

I mean sorry, but when I read posts like these I really have to think "are some anti MBS posters really that ignorant?". You can't really seem to imagine new ways to play the game. You might as well just leave the discussion and keep on playing SC1 forever, because there will never be a new exact SC1.


Apologies if you didn't mean to express exactly that, but that's how it reads...
0xDEADBEEF
Profile Joined September 2007
Germany1235 Posts
Last Edited: 2008-02-07 02:34:30
February 07 2008 02:30 GMT
#594
Besides, it's very unlikely that they introduce a 3rd resource, because the game is being balanced for 2 resources at the moment.
It was merely an example of how to make the macro aspect of the game more complex so that the player has to put more attention and actions into it.
An example of how to get the same side effect SBS has (to force the player to spend some attention and actions for macro), without adding SBS itself which feels awkward and artificial to many players, even oldschool ones like me.
Fen
Profile Blog Joined June 2006
Australia1848 Posts
February 07 2008 08:07 GMT
#595
On February 06 2008 13:30 GeneralStan wrote:
To Maybenexttime: I still believe that making people unable to hotkey multiple buildings is the best solution.

You and I are in complete agreement. Anybody else here agree?


Yes I agree with this as well.
HamerD
Profile Blog Joined January 2008
United Kingdom1922 Posts
February 07 2008 09:07 GMT
#596
On February 07 2008 11:18 0xDEADBEEF wrote:
Show nested quote +
On February 07 2008 03:21 HamerD wrote:
Third resource like in age of empires series right? That could be very cool, although you would just be moving a step closer to aoe3 which has possibly the most simple UI you could ever get.


Uhm, sorry, but posts like this are really the epitome of ignorance and "elitism" (as in: hate of all things different).
Imagine the current SC1 had a 3rd resource, let's say a 2nd gas type, where you'd need 20 workers to get the most out of it (instead of 3 or 4 for vespene gas).
Would this game be anything like AoE3 then? Please...

Also, what does this aspect (3rd resource) by itself have to do with "easy UI"?

I mean sorry, but when I read posts like these I really have to think "are some anti MBS posters really that ignorant?". You can't really seem to imagine new ways to play the game. You might as well just leave the discussion and keep on playing SC1 forever, because there will never be a new exact SC1.


Apologies if you didn't mean to express exactly that, but that's how it reads...


Wait. Your ignorance comment is completely invalid. Your elitism accusation is correct, and I am elitist. But elitism is not as you define it, it is: only liking the best. SC is the best, the best format.

And if you add in MBS, automine and speed up the game (which is happening), and you add in a 3rd resource, then YOU ARE IGNORANT if you think that that DOES NOT move you closer to aoe3 than stacraft is. SO my fucking post is valid!!!
"Oh no, we've drawn Judge Schneider" "Is that bad?" "Well, he's had it in for me ever since I kinda ran over his dog" "You did?" "Yeah...if you replace the word *kinda* with *repeatedly*...and the word *dog* with son"
HamerD
Profile Blog Joined January 2008
United Kingdom1922 Posts
February 07 2008 09:08 GMT
#597
On February 07 2008 17:07 Fen wrote:
Show nested quote +
On February 06 2008 13:30 GeneralStan wrote:
To Maybenexttime: I still believe that making people unable to hotkey multiple buildings is the best solution.

You and I are in complete agreement. Anybody else here agree?


Yes I agree with this as well.


I guess I agree with this too. Ugh...
"Oh no, we've drawn Judge Schneider" "Is that bad?" "Well, he's had it in for me ever since I kinda ran over his dog" "You did?" "Yeah...if you replace the word *kinda* with *repeatedly*...and the word *dog* with son"
InterWill
Profile Joined September 2007
Sweden117 Posts
February 07 2008 09:29 GMT
#598
On February 07 2008 18:08 HamerD wrote:
Show nested quote +
On February 07 2008 17:07 Fen wrote:
On February 06 2008 13:30 GeneralStan wrote:
To Maybenexttime: I still believe that making people unable to hotkey multiple buildings is the best solution.

You and I are in complete agreement. Anybody else here agree?


Yes I agree with this as well.


I guess I agree with this too. Ugh...


I don't think this will end up as the final solution.

It's not intuitive for new players: you can hotkey units - why shouldn't you be able to hotkey buildings?
It's not intuitive for returning players: you could hotkey buildings in StarCraft - why shouldn't you be able to hotkey buildings in StarCraft II?

Making the UI unintuitive is a cardinal sin. Actually, one of the features of a great UI is how transparent it is the the user. If the user never stops to think: "why did they do this?" about the UI, you've done something right, making the UI unintuitive counteracts this.

What's even worse in the case of this suggestion is that most player are likely to answer the question "why did they do this?" (making me unable to hotkey buildings) with "To make the game harder/more complicated". They will be both annoyed and correct.

Making the interface complicated for the sake of being complicated, and making this obvious to the players, will make the players feel that they are fighting the UI more than they should have to, had the designers tried their best to design the UI.
Fen
Profile Blog Joined June 2006
Australia1848 Posts
February 07 2008 12:03 GMT
#599
On February 07 2008 18:29 InterWill wrote:
Show nested quote +
On February 07 2008 18:08 HamerD wrote:
On February 07 2008 17:07 Fen wrote:
On February 06 2008 13:30 GeneralStan wrote:
To Maybenexttime: I still believe that making people unable to hotkey multiple buildings is the best solution.

You and I are in complete agreement. Anybody else here agree?


Yes I agree with this as well.


I guess I agree with this too. Ugh...


I don't think this will end up as the final solution.

It's not intuitive for new players: you can hotkey units - why shouldn't you be able to hotkey buildings?
It's not intuitive for returning players: you could hotkey buildings in StarCraft - why shouldn't you be able to hotkey buildings in StarCraft II?


You know whats also not intuitive, the fact that there is a surrender button that makes you lose, but no button that makes the enemy surrender. Buildings are different from units. Players will just look at it and say, ok, we can work with that. If someone chose not to play sc2 because of this, then they are just an idiot who was never going to enjoy the game anyway.

As for the second point. You can hotkey buildings, but only 1. So you can still hotkey 5 of your barracks or whatever, but just not all of them. It means u still have to jump back to ure base to macro properely, but you can do some limited macro in the field if your good.

Unentschieden
Profile Joined August 2007
Germany1471 Posts
Last Edited: 2008-02-07 12:46:51
February 07 2008 12:26 GMT
#600
On February 07 2008 18:29 InterWill wrote:
What's even worse in the case of this suggestion is that most player are likely to answer the question "why did they do this?" (making me unable to hotkey buildings) with "To make the game harder/more complicated". They will be both annoyed and correct.

Unless they are elitists. They would be happy to scare away the "unworthy". And yes that´s what being elitist means. Some of them went even further...

On February 07 2008 18:29 InterWill wrote:
Making the interface complicated for the sake of being complicated, and making this obvious to the players, will make the players feel that they are fighting the UI more than they should have to, had the designers tried their best to design the UI.


To be fair I think they mean that you should be able to SELECT multiple buildings but not save the selection with a controlgroup.
Still, since the mechanic of MBS is supposed to help the players during the time when they just memorized the Hotkeys untill they activly start competing for ladder positions, the suggestion would defeat the entire point of MBS imho.

Edit:
On February 07 2008 21:03 Fen wrote:
You know whats also not intuitive, the fact that there is a surrender button that makes you lose, but no button that makes the enemy surrender.


Heh I understand what you want to say but that is a hlariously bad example. The scenario you described is only unintuitive to someone who can´t think of a point of view outside of their own, i.e. 1/2 year old toddlers. (Thats why they think they can´t be seen when they close their own eyes.)
Agreed no value in the discussion but that seriously had me laugh out loud.
InterWill
Profile Joined September 2007
Sweden117 Posts
Last Edited: 2008-02-07 13:04:16
February 07 2008 13:03 GMT
#601
On February 07 2008 21:03 Fen wrote:
Show nested quote +
On February 07 2008 18:29 InterWill wrote:
On February 07 2008 18:08 HamerD wrote:
On February 07 2008 17:07 Fen wrote:
On February 06 2008 13:30 GeneralStan wrote:
To Maybenexttime: I still believe that making people unable to hotkey multiple buildings is the best solution.

You and I are in complete agreement. Anybody else here agree?


Yes I agree with this as well.


I guess I agree with this too. Ugh...


I don't think this will end up as the final solution.

It's not intuitive for new players: you can hotkey units - why shouldn't you be able to hotkey buildings?
It's not intuitive for returning players: you could hotkey buildings in StarCraft - why shouldn't you be able to hotkey buildings in StarCraft II?

You know whats also not intuitive,the fact that there is a surrender button that makes you lose, but no button that makes the enemy surrender.

Wow.
On February 07 2008 21:03 Fen wrote:
Buildings are different from units.

Well they are. But that doesn't mean they must act totally different.

This thread, for example, is about MBS. A move which would make building selection work more like unit selection, in turn making the interface more intuitive.

If you were to implement MBS while not allowing hotkeys to work as for units, you're actually making the interface less intuitive. You are acknowledging that buildings should behave more like units, in that you can select more than one at the same time, but at the same time saying that hotkeying shouldn't behave the same.
On February 07 2008 21:03 Fen wrote:
Players will just look at it and say, ok, we can work with that.

Sure, they will. But they might also ask themselves:
1) How hard could it be to implement building hotkeying?
2) Why is it that I can hotkey units but not buildings?
3) Why is it that I could hotkey buildings in Warcraft III, SC:BW, but not in StarCraft II?
On February 07 2008 21:03 Fen wrote:
If someone chose not to play sc2 because of this, then they are just an idiot who was never going to enjoy the game anyway.

Indeed. This might hold true for most issues and players. Most players would be foolish to let any one feature, or lack thereof, stop them from enjoying Starcraft II.

But of course, the argument goes both ways. And it would indeed be foolish of you to exclude yourself from playing the game were MBS and building hotkeying kept in the game.
On February 07 2008 21:03 Fen wrote:
As for the second point. You can hotkey buildings, but only 1. So you can still hotkey 5 of your barracks or whatever, but just not all of them. It means u still have to jump back to ure base to macro properely, but you can do some limited macro in the field if your good.

Well, then what's the point of implementing MBS in the first place?


maybenexttime
Profile Blog Joined November 2006
Poland5558 Posts
February 07 2008 16:51 GMT
#602
I think I need to ask my question again: what is the actual reason behind implementing MBS? Is it to make the game easier to control by being able to macro in battle or just to be able to double-click-select/drag-select multiple buildings? Or maybe making the UI more intuitive for the sake of being intuitive? In this case, the UIs in other RTS games often are not intuitive either. E.g. in C&C Generals there's no MBS. I'm not sure whether you can select multiple uprooted ancients in WC3 (I think you can't).
InterWill
Profile Joined September 2007
Sweden117 Posts
February 08 2008 06:02 GMT
#603
On February 08 2008 01:51 maybenexttime wrote:
I'm not sure whether you can select multiple uprooted ancients in WC3 (I think you can't).

You have to shift-select multiple buildings in Warcraft III, unless they're uprooted Ancients, in which case you select them as you would units (aka, drag-select works), afaik.
Fen
Profile Blog Joined June 2006
Australia1848 Posts
Last Edited: 2008-02-08 08:31:49
February 08 2008 08:29 GMT
#604
On February 07 2008 22:03 InterWill wrote:
Show nested quote +
On February 07 2008 21:03 Fen wrote:
Buildings are different from units.

Well they are. But that doesn't mean they must act totally different.


Why not? Blizzard is in charge of this game, and they can make it play out however they want. If they decide you cant select multiple buildings, then thats just how it works.

If blizzard tells us that you cant attack a dark templar without an observer unit nearby, no-one bitches about being able to see the cloak effect and not being able to target it. People accept it as a game mechanic because blizzard has made it obvious thats how they want to do it and the benefits that it brings. They just have to do the same with SBS. They could make up some lore behind it (there was a networking error in the terran base), or they could just straight out make a statement saying this is what we have decided and this is why. As long as they make themselves clear as to why they are doing a certain thing (and their reasoning isnt retarded), people will accept it as a game mechanic.

If they ninja certain aspects into the game, then people will turn around and start bitching, as we can see now. While most people predicted that blizzard was going to put MBS and Automine and Smartcast in. Blizzard is still yet to come out with a statement clearly listing the reasons they did this. (personally I believe this is due to the fact that the only strong argument going for MBS is that it might be more profitable, which is not always the best statement to make)


Well, then what's the point of implementing MBS in the first place?

This is in response to why shouldnt we allow people to hotkey multiple buildings, but allow selection of multiple buildings

Basically, the one of the strongest arguments that the anti-MBS'ers have brought to the table is the fact that with MBS, most macro can be completed out in the field, so a player is allowed to focus on one area of the map.

The strongest argument that pro-MBS'ers have brought out is that they dont like clicking the buildings seperately because its boring/repetative/unintuitive etc.

By allowing MBS but only allowing 1 building to be hotkeyed per number, this will satisfy both side's biggest concerns. Its a comprimise. You still are forced to move around the map, satistfying most of the anti-MBS comments. And you dont have to click more than once when your at your base, which satisfies the pro-MBS. Now this solution is not ideal for either side. There are other arguments that each side has that this does not help, but its the best blizzard has for satisfying both crowds, and 99% of people will say its better than having the other sides ideas implemented.
Prose
Profile Joined June 2004
Canada314 Posts
February 09 2008 19:30 GMT
#605
Question for anti-MBS people: Will a scaled implementation of MBS affect games at the pro level? Will pros even use it?

Question for pro-MBS people: Why should Player A with 10 gateways have the additional advantage of having the same time/attention cost as Player B with 1 gateway? (Yes, Player A already has a +9 unit advantage, but this is logically the reward for the inherent higher mineral cost).

Solution: Scaled MBS

With no scale factor, the result is illogical:
time.to.build.1.zealot = time.to.build.12.zealots

With a scale factor of 4 units per second, the result is more sensible:
time.to.build.1.zealot < time.to.build.12.zealots
.25 seconds < 3 seconds

As an example, let's say we have eight gateways hotkeyed to 5, you have three options:

5,z,z,z,z,d,d,t,t ..... to build 4 zealots, 2 dragoons, 2 high templars
5,z,z,z,z,z,z,z,z ..... to build 8 zealots
hold5,z ..... to build 8 zealots

Option 1 allows diversity of units
Option 2 fast way to massproduce one unit
Option 3 easy and fast way to massproduce unit, but holding the hotkey forces your attention away from the battlefield: it centers your screen onto your hotkeyed buildings (a function of pressing a hotkey twice). You are also forced to watch animation as each building gets highlighted for .25 seconds. So, with 8 buildings, that is .25s x 8 = 2.0 seconds of animation time. In a newbie game, 2.0 seconds is nothing, but in a pro-game, it's an eternity!

Pros will not use option 3, but it's there for newbs. Will newbs beat pros using option 3? NO. Think about it.
April showers bring May flowers bring June bugs bring JulyZerg.
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
February 09 2008 20:28 GMT
#606
Try this one:

A hotkey click will just que one unit in one of the facilities forcing you to click 5zzzdddtt to get it going, BUT a mouseclick on an icon will que units in all of them at once. That way you can choose to get a mixed army with more clicks but also easier clicks since they are hotkeys, or you can use your mouse like a noob (Who dont even care about mixed armies anyway) and que all with one mouseclick forcing you to leave the battlefield with the only ordering tool you got.
Meh
Profile Joined January 2008
Sweden458 Posts
February 09 2008 20:42 GMT
#607
I did have another idea on how to manage MBS, for Terran at least. A player has three barracks (or factories/stargates etc), which from early game had been built and worked the way the are now, iow MBS and hotkeyable but filling up their respective queues one by one. These barracks through some mechanic of resources and involvement could become one "linked" barrack, docked to each other through some addon perhaps, with the production capabilities of the well known "hotkey, zzzddddtt" spread out equally over the queues. This would mean that early game had the same mechanics of SC1, but good players would, as the game progressed, choose to either merge or leave the barracks alone, the merging costing resources, construction time and a little extra involvement etc but buying time otherwise spent SBSing later. A perfect noob/pro choice, as I no doubt would go with the merge addon, whereas a pro probably could keep a higher unit production going with SBS and still be ontop in the field. Also, these linked buildings might share an extra addon or two.

=== : Link addon.
==> : unit creation

A) basic MBS, new units fill up one queue at a time

Barracks ==> units
Barracks ==> units
Barracks ==> units

B) shared queue

Barracks === Barracks === Barracks ==> units

C) shared queue + addon

Barracks === Barracks === Barracks === Addon
======> units + new units allowed by addon

D) shared queue + 2 addons

Addon === Barracks === Barracks === Barracks === Extra Addon?
======> units + new units allowed by first addon + double speed produce of second addon

I dunno. I think it's a fun idea.
"Difficult task balancing! So I will continue to gaebaljin gemhamyeo balancing. But we are exceptional talent!" - Blizzard
Prose
Profile Joined June 2004
Canada314 Posts
Last Edited: 2008-02-09 21:44:20
February 09 2008 21:42 GMT
#608
Man, why make things complicated. With MBS not scaled, Player A with twenty gateways will spend the same amount of time making 20 goons against Player B with one gateway making one goon. Surely Player A must spend more time making +19 more goons? It's an unfair additional advantage for Player A.
April showers bring May flowers bring June bugs bring JulyZerg.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
February 09 2008 21:51 GMT
#609
These "compromises" get weirder and weirder.

SC is full with advantages. Blizzard doesn´t try to drag out games. Even pros are just human and the amount of effort high class play needs can´t be kept for 1 hour+
Combacks are awesome but that doesn´t mean that they should be traded like a Tennis match each game.
Once a player gains a fundamental advantage he should be able to finish his enemy effortlessly - 1to9 gates is a crushing advantage.
Prose
Profile Joined June 2004
Canada314 Posts
February 09 2008 22:10 GMT
#610
On February 10 2008 06:51 Unentschieden wrote:
These "compromises" get weirder and weirder.

SC is full with advantages. Blizzard doesn´t try to drag out games. Even pros are just human and the amount of effort high class play needs can´t be kept for 1 hour+
Combacks are awesome but that doesn´t mean that they should be traded like a Tennis match each game.
Once a player gains a fundamental advantage he should be able to finish his enemy effortlessly - 1to9 gates is a crushing advantage.


19 goons to 1 is advantage enough. It's a logical compromise.
April showers bring May flowers bring June bugs bring JulyZerg.
Tritanis
Profile Joined November 2007
Poland344 Posts
February 09 2008 22:34 GMT
#611
Pls just tell which professional player would want to make 20 goons at the same time, damn that's 2.5k minerals and 1k gas... that much unused resources is a GG
I live, I serve, I die for the Metal
Prose
Profile Joined June 2004
Canada314 Posts
February 10 2008 00:41 GMT
#612
On February 10 2008 07:34 Tritanis wrote:
Pls just tell which professional player would want to make 20 goons at the same time, damn that's 2.5k minerals and 1k gas... that much unused resources is a GG

This is an exagerration. The point is that MBS should be scaled. The more buildings you have, the more time it should take you to build units. Not timecost.to.build.1.unit equals timecost.to.build.20.units. Understand? Seriously, the best solution is the simplest one.
April showers bring May flowers bring June bugs bring JulyZerg.
Aphelion
Profile Blog Joined December 2005
United States2720 Posts
February 10 2008 00:51 GMT
#613
On February 10 2008 07:34 Tritanis wrote:
Pls just tell which professional player would want to make 20 goons at the same time, damn that's 2.5k minerals and 1k gas... that much unused resources is a GG


Right after your 200/200 army dies in a PvT macrofest and you need to pump units out of your 30 gates.
But Garimto was always more than just a Protoss...
Meh
Profile Joined January 2008
Sweden458 Posts
February 10 2008 01:27 GMT
#614
So far the discussion have been mostly centered on how to "gimp" MBS in order for the micro/macro balance to be intact. How about some ideas on how to increase macro requirements elsewhere?
"Difficult task balancing! So I will continue to gaebaljin gemhamyeo balancing. But we are exceptional talent!" - Blizzard
Element)LoGiC
Profile Joined July 2003
Canada1143 Posts
February 10 2008 01:56 GMT
#615
On February 10 2008 07:34 Tritanis wrote:
Pls just tell which professional player would want to make 20 goons at the same time, damn that's 2.5k minerals and 1k gas... that much unused resources is a GG


Stop answering questions like this. He doesn't know anything about the game, nor do most pro-mbs people. Just wait for sc2 to come out and kill them with or without mbs with little difference, and then have fun with Starcraft 2 like every other game (about 2 weeks of enjoyment) and then go back to sc1 because sc2 will not replace it

Well, not while it caters to newbs like this.
Meh
Profile Joined January 2008
Sweden458 Posts
February 10 2008 02:18 GMT
#616
Everyone will be a newb when SC2 comes out. APM only gets you so far. And if MBS is so insignificant in the newb vs pro matchup, what exactly have we been arguing about for the past 30 pages? You obviously know better, make your case.

I'm no pro, but I don't want the game to be made too easy either, since as you say it would ruin it. But rather than skipping into this thread stroking your ego raw and spouting stuff like "newbs are second class citizens, they have no say", how about you grow a little and write something worth reading? And if that is beyond you, do the world a favor and don't "contribute" at all, OK tiger?

I can be derogatory too. -_-

It's frustrating to see people who possibly have no idea wtf they're talking about raise their voices loudly enough to possibly fuck up a game, I saw it happen in world of warcraft plenty of times while I played it. But nobody listens to the opposition if all they have to say about the whiner's arguments is "they're newbs".
"Difficult task balancing! So I will continue to gaebaljin gemhamyeo balancing. But we are exceptional talent!" - Blizzard
0xDEADBEEF
Profile Joined September 2007
Germany1235 Posts
Last Edited: 2008-02-10 04:24:33
February 10 2008 04:15 GMT
#617
Here's a different idea:

What if Blizzard would include a few more hard counters (and not 100% soft counters).
As it is right now, they like soft counters more, which seems reasonable (I thought so all the time, too). But think about this: a 200 APM average player plays against a 300 APM pro. The average player doesn't have much of a strategic understanding but is quite fast, so he can macro very well with MBS. The pro can do this too, of course (maybe slightly better). Now if all there is in the game is soft counters, it could become a close game, although the pro should easily win it.

If there were a few hard counters available for each race (let's say 2-3 collossus (colossi?) totally rape 20-30 marines&medics), it would mean that each player had to scout better and prepare for situations like this, and diversify his army enough.

In current SC, because almost everything is a soft counter only, mass units rule the world: mass hydra/ling in ZvP, mass vult/tank in TvP, mass zeal/goon in PvT, mass M&M in TvZ. With a few spellcasters and support units (lurks, sairs and so on) here and there and of course the addition of ultras for Zergs in late game. But basically, it's about massing 1-3 unit types and using these as good as possible.

If each race had good ways to deal with masses of the same unit, it would mean that one always has to build a smart unit mix that's capable of dealing with the situation well, instead of just massing. And because MBS doesn't help you much if you need a unit mix (you can't hit 5z if you need 1 zealot, 1 immortal, 1 high templar, 1 dark templar), it would be some sort of compromise between MBS and SBS.
This would lead to this:

- Noobs would still like to mass units, because it's easy using MBS, but pros know it would be a disadvantage to do so.
- Average players could sometimes use MBS when they think it's a good idea or when they need more time to micro (i.e. they think "ok let's just build 10 zeals right now although it's not that smart, but at least I can micro this battle now...").
- But pros probably would never use it.

Which is quite an optimal result if you ask me.
0xDEADBEEF
Profile Joined September 2007
Germany1235 Posts
Last Edited: 2008-02-10 04:52:17
February 10 2008 04:39 GMT
#618
On February 10 2008 10:56 Element)LoGiC wrote:
Show nested quote +
On February 10 2008 07:34 Tritanis wrote:
Pls just tell which professional player would want to make 20 goons at the same time, damn that's 2.5k minerals and 1k gas... that much unused resources is a GG


Stop answering questions like this. He doesn't know anything about the game, nor do most pro-mbs people. Just wait for sc2 to come out and kill them with or without mbs with little difference, and then have fun with Starcraft 2 like every other game (about 2 weeks of enjoyment) and then go back to sc1 because sc2 will not replace it

Well, not while it caters to newbs like this.


You really should stop using that argument, because we have such a silly argument too:
SC already catered to noobs and Warcraft 2 or Dune 2 were the really pro games.
I know this argument is not liked here, but yours is basically the same just from the other direction.
Now the only thing you can say is "well but SC was a big success" then we say "well but what makes you think SC2 can't be one, too?".
And the discussion is over, with no result.
You're simply not getting anywhere with this, and you're certainly not necessarily right (you could be, but there's no way to prove it yet, so it's worthless. Also, hardcore players typically dislike fundamental changes, but often change their mind when they play the final version).
._.
Profile Blog Joined November 2007
1133 Posts
February 10 2008 06:03 GMT
#619
Hey lets reach a compromise,

You know how theres melee, tvb, team melee at the selection screen etc..

How about we have one that's just says "MBS/Casual" mode for the simpler folks.

And then on "competitive/professional" mode, it would be off.

Sound good? MBS ON mode would not allow wins and would be treated like ums games.

Or.. if you guys want to continue and cursing at each other for no good reason...then carry on.
:D
0xDEADBEEF
Profile Joined September 2007
Germany1235 Posts
Last Edited: 2008-02-10 06:45:11
February 10 2008 06:41 GMT
#620
No, this was already discussed before... it's probably not a good solution.
SC1 already has a "noob mode" and a "pro mode": the speed setting. Newbies could play on normal or fast, and good players on fastest. But it turns out that no one uses the slower speeds. If you create a game on normal or fast, you'll just get laughed at and no one will play.
Even though "fast" isn't even that much slower.
The same will happen if you make one pro mode and one noob mode. All players will just use the pro mode and the noobs will still complain.
You have to make the game the same for everyone, and cater to both.
Meh
Profile Joined January 2008
Sweden458 Posts
February 10 2008 07:10 GMT
#621
Easy to learn, hard to master, jadda jadda. I dunno, there is no way of telling before beta, but it would be nice if things like MBS could be settled before that.
"Difficult task balancing! So I will continue to gaebaljin gemhamyeo balancing. But we are exceptional talent!" - Blizzard
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
February 10 2008 08:19 GMT
#622
On February 10 2008 13:15 0xDEADBEEF wrote:
What if Blizzard would include a few more hard counters

Then you would have cnc4, aoe3 or some other shit game like that.

Soft counters is a big reason the strats can be diverse, in a hard counter world you are forced to build exactly that army every time and in an hard counter world terrain doesn't mean as much since the counter unit has a ton of health vs its intended target.

In starcraft on the other hand every unit deals a ton of damage against everything, zealots can counter tanks and tanks can counter zealots depending ón a ton of other factors. The zergling is a unit that would be impossible ot have in a hard counter world, the zergling rapes everything in the game hard costwise as long as they are not bottlenecked or overkilled by splashdamage.

The magic of starcrafts units comes from a softcounter system and extreme lethality, wich then evolves to a lower lethality at higher techs to break stalemates.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
February 10 2008 10:43 GMT
#623
On February 10 2008 13:15 0xDEADBEEF wrote:
- Noobs would still like to mass units, because it's easy using MBS, but pros know it would be a disadvantage to do so.
- Average players could sometimes use MBS when they think it's a good idea or when they need more time to micro (i.e. they think "ok let's just build 10 zeals right now although it's not that smart, but at least I can micro this battle now...").
- But pros probably would never use it.

Which is quite an optimal result if you ask me.



I agree completely.

Hard and soft counters each favour different playstiles. Hardcounters are better for strategic players, they get better with proper unit choices.
Softcounters favour the Micro players, they can even out poor unit matchups with superior control.
Ideall would be a proper balance, overemphatising Softcounters would lead to "Hydrarush" scenarios.
HamerD
Profile Blog Joined January 2008
United Kingdom1922 Posts
February 10 2008 19:29 GMT
#624
What if there were literally two different ways of playing the game? Like control systems in Halo.

So you log in on 'pro SC' ie proper playing without MBS

or you log into 'n00bstyle' and all of your opponents play with MBS and automine etc.

that way, you would get loads of people playing the game, because n00bstyle would be accessible to western, impatient audiences. And pro SC would be there for people who graduated from MBS and automine. You might argue that this would be splitting the SC community, but I disagree, because for example there is already a split of us east/west europe and asia.

It might even be quite fun, you could try and be master of both game types, and strategies would change completely.

It would be like magic the gathering Type 1 and Type 2.
"Oh no, we've drawn Judge Schneider" "Is that bad?" "Well, he's had it in for me ever since I kinda ran over his dog" "You did?" "Yeah...if you replace the word *kinda* with *repeatedly*...and the word *dog* with son"
Meh
Profile Joined January 2008
Sweden458 Posts
February 10 2008 20:02 GMT
#625
On February 10 2008 15:41 0xDEADBEEF wrote:
No, this was already discussed before... it's probably not a good solution.
SC1 already has a "noob mode" and a "pro mode": the speed setting. Newbies could play on normal or fast, and good players on fastest. But it turns out that no one uses the slower speeds. If you create a game on normal or fast, you'll just get laughed at and no one will play.
Even though "fast" isn't even that much slower.
The same will happen if you make one pro mode and one noob mode. All players will just use the pro mode and the noobs will still complain.
You have to make the game the same for everyone, and cater to both.


This man speaks the truth.
"Difficult task balancing! So I will continue to gaebaljin gemhamyeo balancing. But we are exceptional talent!" - Blizzard
HamerD
Profile Blog Joined January 2008
United Kingdom1922 Posts
February 11 2008 02:17 GMT
#626
jesus christ sorry my previous post was the most ignorant twaddle ever. How could I have missed that someone said my EXACT point a few posts earlier ><. Sorry to that guy!
"Oh no, we've drawn Judge Schneider" "Is that bad?" "Well, he's had it in for me ever since I kinda ran over his dog" "You did?" "Yeah...if you replace the word *kinda* with *repeatedly*...and the word *dog* with son"
0xDEADBEEF
Profile Joined September 2007
Germany1235 Posts
Last Edited: 2008-02-11 03:36:06
February 11 2008 03:33 GMT
#627
On February 11 2008 04:29 HamerD wrote:
You might argue that this would be splitting the SC community, but I disagree, because for example there is already a split of us east/west europe and asia.


That's irrelevant though, because the game is the same.

It would be like magic the gathering Type 1 and Type 2.


What's the difference there?
I used to play Magic quite a bit when I was younger. That was in 1993-1996 or so. The editions from back then are probably really old now, I even had some cards from Alpha and Beta, and a ton of cards from Unlimited. That's the first three editions IIRC. There are so many now...
Well... I sold them after I quit anyway, for 200 DM (now 100 EUR).





Klockan3:

Not sure, maybe, but I think that if you only include, say, 1 or 2 units for each race which are really strong against common mass units (e.g. mass hydras, mass M&M, mass goons), it might make the game more strategical and make MBS less of a potential threat to the pro scene.
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
February 11 2008 05:17 GMT
#628
On February 11 2008 04:29 HamerD wrote:
What if there were literally two different ways of playing the game? Like control systems in Halo.

So you log in on 'pro SC' ie proper playing without MBS

or you log into 'n00bstyle' and all of your opponents play with MBS and automine etc.

that way, you would get loads of people playing the game, because n00bstyle would be accessible to western, impatient audiences. And pro SC would be there for people who graduated from MBS and automine. You might argue that this would be splitting the SC community, but I disagree, because for example there is already a split of us east/west europe and asia.

It might even be quite fun, you could try and be master of both game types, and strategies would change completely.

It would be like magic the gathering Type 1 and Type 2.


It sounds nice, but it would fracture the community. non-mbs would probably be a minority, and what happens when you want to play a friend whol likes mbs?

Do you just let them have that advantage?
SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
Fen
Profile Blog Joined June 2006
Australia1848 Posts
February 11 2008 08:30 GMT
#629
On February 11 2008 14:17 fusionsdf wrote:
Show nested quote +
On February 11 2008 04:29 HamerD wrote:
What if there were literally two different ways of playing the game? Like control systems in Halo.

So you log in on 'pro SC' ie proper playing without MBS

or you log into 'n00bstyle' and all of your opponents play with MBS and automine etc.

that way, you would get loads of people playing the game, because n00bstyle would be accessible to western, impatient audiences. And pro SC would be there for people who graduated from MBS and automine. You might argue that this would be splitting the SC community, but I disagree, because for example there is already a split of us east/west europe and asia.

It might even be quite fun, you could try and be master of both game types, and strategies would change completely.

It would be like magic the gathering Type 1 and Type 2.


It sounds nice, but it would fracture the community. non-mbs would probably be a minority, and what happens when you want to play a friend whol likes mbs?

Do you just let them have that advantage?


Yes. Or he lets you have the advantage. Its no different from having a friend who only plays Fastest possible map. The map is soo much different from current promaps, that your strategies will not work. You of course adapt to the different style required for FPM.
L
Profile Blog Joined January 2008
Canada4732 Posts
February 11 2008 14:35 GMT
#630
Magic T1 and T2 are essentially different games, not different game modes. T1 favors people who have extensive card collections, and T2 favors those who have just joined. T1 exists because the sequential addition of cards makes someone who has power 9 + all of his 40 dollar combo pieces a turn 1/2 winner, which is no fun to play against unless you've got the same backing, whereas T2 exists to force people to keep buying new cards to be competitive.

Had the difference between T1 and T2 been "you get to look at the cards in your hand once, then put them face down on the table and play them from there.", you'd have a more fitting analogy. Game would be totally different, would require new skills and more practice. Would people play it? Would it be worth it to market by WotC? That's the important question.
The number you have dialed is out of porkchops.
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
February 11 2008 18:40 GMT
#631
On February 11 2008 23:35 L wrote:
Magic T1 and T2 are essentially different games, not different game modes. T1 favors people who have extensive card collections, and T2 favors those who have just joined. T1 exists because the sequential addition of cards makes someone who has power 9 + all of his 40 dollar combo pieces a turn 1/2 winner, which is no fun to play against unless you've got the same backing, whereas T2 exists to force people to keep buying new cards to be competitive.

Had the difference between T1 and T2 been "you get to look at the cards in your hand once, then put them face down on the table and play them from there.", you'd have a more fitting analogy. Game would be totally different, would require new skills and more practice. Would people play it? Would it be worth it to market by WotC? That's the important question.

T1 has a lot of instant win combos, its like if someone has a black lotus you can play ambush the first turn and if you do that with an avatar of life you win before your opponent can do shit. Or the unlimited mana combos or the old imba draw x cards or mox'es that lets you go around the land limits.

Modern decks are much better balanced, its like the difference between fastest possible and normal tourny maps. In one you abuse parts of the game, while the other is how its meant to be played. The old magic decks aren't meant to be used with the modern cards to create these unlimited mana combos or instant win draws.
GoodLuck!
Profile Joined February 2008
United States41 Posts
February 11 2008 20:06 GMT
#632
On February 12 2008 03:40 Klockan3 wrote:
Show nested quote +
On February 11 2008 23:35 L wrote:
Magic T1 and T2 are essentially different games, not different game modes. T1 favors people who have extensive card collections, and T2 favors those who have just joined. T1 exists because the sequential addition of cards makes someone who has power 9 + all of his 40 dollar combo pieces a turn 1/2 winner, which is no fun to play against unless you've got the same backing, whereas T2 exists to force people to keep buying new cards to be competitive.

Had the difference between T1 and T2 been "you get to look at the cards in your hand once, then put them face down on the table and play them from there.", you'd have a more fitting analogy. Game would be totally different, would require new skills and more practice. Would people play it? Would it be worth it to market by WotC? That's the important question.

T1 has a lot of instant win combos, its like if someone has a black lotus you can play ambush the first turn and if you do that with an avatar of life you win before your opponent can do shit. Or the unlimited mana combos or the old imba draw x cards or mox'es that lets you go around the land limits.

Modern decks are much better balanced, its like the difference between fastest possible and normal tourny maps. In one you abuse parts of the game, while the other is how its meant to be played. The old magic decks aren't meant to be used with the modern cards to create these unlimited mana combos or instant win draws.



I play T2 Professiionally, and there are OTK decks (One Turn Kill), such as Pickles or Mannequin.
Meh
Profile Joined January 2008
Sweden458 Posts
February 11 2008 20:13 GMT
#633
I know somewhere a few posts back there was what appeared to be an attempt at comparing Starcraft to MTG, but are you still doing that or did you just get totally sidetracked?

I for one do not believe two different playmodes will even be considered. Maaking sure noobs dont play pros is what the ladder system is for, why make it more complicated and potentially stupid by including a handicap?
"Difficult task balancing! So I will continue to gaebaljin gemhamyeo balancing. But we are exceptional talent!" - Blizzard
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
February 11 2008 23:44 GMT
#634
I think there was a pretty strong consensus a long time ago that an option is a distinctly bad idea. One game, one UI. It's not like different maps, it throws the entire balance askew with much more profundity than maps. This thread, in 32 pages of argument serves as a testament to the fact the UI is important, and there is no way we should have 2 UIs for the same game
¯\_(ツ)_/¯
jngngshk321
Profile Joined April 2003
Korea (South)457 Posts
February 19 2008 19:34 GMT
#635
this thread isn't about MTG.


anyway, there are an overwhelming number of players who are for MBS in the starcraft 2 general discussion forums, and some of them have played with tl.net members on battlenet or amongst other SC2GD members, and their APM is always <60 (usually around the 40~49 area).

Think about how slow 40 APM actually is. It means these players spend most of their time staring at their command center or at a barracks waiting for their marine to finish building. These are the people who call SC "mindless clickfests" and refuse to see it as anything else.
HamerD
Profile Blog Joined January 2008
United Kingdom1922 Posts
Last Edited: 2008-02-19 19:59:56
February 19 2008 19:55 GMT
#636
lol i love this post .

On February 20 2008 04:34 jngngshk321 wrote:
anyway, there are an overwhelming number of players who are for MBS in the starcraft 2 general discussion forums, and some of them have played with tl.net members on battlenet or amongst other SC2GD members,


no no no you idiot!!!!!


and their APM is always <60 (usually around the 40~49 area).

Think about how slow 40 APM actually is. It means these players spend most of their time staring at their command center or at a barracks waiting for their marine to finish building. These are the people who call SC "mindless clickfests" and refuse to see it as anything else.


ahhhh he agrees with me hahahaha!!!! :D

"Oh no, we've drawn Judge Schneider" "Is that bad?" "Well, he's had it in for me ever since I kinda ran over his dog" "You did?" "Yeah...if you replace the word *kinda* with *repeatedly*...and the word *dog* with son"
Meh
Profile Joined January 2008
Sweden458 Posts
February 19 2008 20:12 GMT
#637
I don't think anyone is about to contradict that any and all noobs of starcraft are pro-MBS. But what of 150+ apm people who are pro-MBS?
"Difficult task balancing! So I will continue to gaebaljin gemhamyeo balancing. But we are exceptional talent!" - Blizzard
Unentschieden
Profile Joined August 2007
Germany1471 Posts
Last Edited: 2008-02-19 20:30:01
February 19 2008 20:29 GMT
#638
Shure the mayority of Players isn´t competative and have minor APM. But what does that mean for the designers?
0xDEADBEEF
Profile Joined September 2007
Germany1235 Posts
Last Edited: 2008-02-19 21:45:51
February 19 2008 21:39 GMT
#639
Who cares about the really low APM players. They will continue to suck anyway. Even in WC3, where macro is pretty much nonexistant you need 250+ APM to be successful.

It's just about the feeling of being annoyed by the SC1 UI.

Whether I play against a noob and win within the first 8 minutes or I play against a better player and lose at some point, there's always a TON of clicking and typing involved. It doesn't scale. You always have to put in a lot of effort into a game. Hell, I'd even say that SC1 is unergonomic.
When I play SC1 on LAN with some friends of mine who really suck at the game, my hand still hurts after a few hours of playing it. It's the only game making my hands hurt.
Klouvious
Profile Joined January 2008
23 Posts
February 19 2008 22:46 GMT
#640
On February 20 2008 06:39 0xDEADBEEF wrote:

When I play SC1 on LAN with some friends of mine who really suck at the game, my hand still hurts after a few hours of playing it. It's the only game making my hands hurt.


A crazy idea just popped into my mind as soon as I read this part, its really stupid but i can't fight the urge to post it:

Starcraft 2 Features:

Three Unique Alien Species
Whether you command the nomadic Terran Marines, mysterious Protoss, or voracious Zerg, you must devise totally unique strategies to master the specialised units, abilities, and technologies of each one in turn. Command Ghost Espionage Agents, Wraith Stealth Fighters, Protoss High Templars, and Zerg Defilers as you seek to conquer the galaxy.

Multiple Theatres of Battle
Within each campaign there are missions which will include either space combat, planetary assault, or covert base infiltration or a combination of both.

Revolutionary Special Effects
Real-time light sourcing, true line of sight, and a translucency engine combine for incredible special effects and realism.

Intense Internet Competition
Challenge players world-wide with via Blizzard's Battle.net gaming service. Up to eight players supported for head-to-head, allied or team play. Enhanced features include world-wide player rankings, tournaments, and challenge ladders.

Unequalled Campaign Editor
Construct individual missions or entire campaigns with unrivalled ease! Set victory conditions, customise speech and sound, and create unique heroes while building enormous single and multi player worlds complete with your own storyline.

Unique Gameplay Experience.
Keeping true to the original Starcraft that revolutionized the way that RTS games were played Starcraft 2 has retained everything that made original Starcraft what it was. Starcraft 2 guarantees your hands will hurt after a few hours playing it, just like good old Starcraft.
Unentschieden
Profile Joined August 2007
Germany1471 Posts
February 19 2008 23:29 GMT
#641
I was just subtily hinting that Blizzard is trying to make the game fun for EVERYONE, or at least most of us.
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
February 20 2008 01:40 GMT
#642
If your hands hurt then you don't have proper technique. Relax your hands.

My head starts to hurt after some Starcraft and my face turns a bit more red.
prOxi.swAMi
Profile Blog Joined November 2004
Australia3091 Posts
February 20 2008 02:12 GMT
#643
On February 20 2008 05:29 Unentschieden wrote:
Shure the mayority of Players isn´t competative and have minor APM. But what does that mean for the designers?

It means those that argue "MBS allows more time to do other things" are full of shit because they're not even using the time they've GOT. It's like having a plate full of spaghetti and asking for more spaghetti. (best i could come up with)
Basically, use all the time you've got before u start asking for more.
Oh no
jngngshk321
Profile Joined April 2003
Korea (South)457 Posts
February 20 2008 04:28 GMT
#644
If they had a decent level of APM (100ish) their arguments would be worth listening to, because it means they actually are using their time effectively (meaning they're at the point where they can focus on strategy), but try playing a decent game of SC (bgh, low money whatever) and see just how hard it is to get 40 APM.
jngngshk321
Profile Joined April 2003
Korea (South)457 Posts
February 20 2008 04:29 GMT
#645
On February 20 2008 07:46 Klouvious wrote:
Show nested quote +
On February 20 2008 06:39 0xDEADBEEF wrote:

When I play SC1 on LAN with some friends of mine who really suck at the game, my hand still hurts after a few hours of playing it. It's the only game making my hands hurt.


A crazy idea just popped into my mind as soon as I read this part, its really stupid but i can't fight the urge to post it:

Starcraft 2 Features:

Three Unique Alien Species
Whether you command the nomadic Terran Marines, mysterious Protoss, or voracious Zerg, you must devise totally unique strategies to master the specialised units, abilities, and technologies of each one in turn. Command Ghost Espionage Agents, Wraith Stealth Fighters, Protoss High Templars, and Zerg Defilers as you seek to conquer the galaxy.

Multiple Theatres of Battle
Within each campaign there are missions which will include either space combat, planetary assault, or covert base infiltration or a combination of both.

Revolutionary Special Effects
Real-time light sourcing, true line of sight, and a translucency engine combine for incredible special effects and realism.

Intense Internet Competition
Challenge players world-wide with via Blizzard's Battle.net gaming service. Up to eight players supported for head-to-head, allied or team play. Enhanced features include world-wide player rankings, tournaments, and challenge ladders.

Unequalled Campaign Editor
Construct individual missions or entire campaigns with unrivalled ease! Set victory conditions, customise speech and sound, and create unique heroes while building enormous single and multi player worlds complete with your own storyline.

Unique Gameplay Experience.
Keeping true to the original Starcraft that revolutionized the way that RTS games were played Starcraft 2 has retained everything that made original Starcraft what it was. Starcraft 2 guarantees your hands will hurt after a few hours playing it, just like good old Starcraft.


there are so many trolls on this thread now.

Why are you playing SC until your hand hurts? A few hours? My hand would hurt too if I played any game 4 hours straight.
0xDEADBEEF
Profile Joined September 2007
Germany1235 Posts
Last Edited: 2008-02-20 06:47:35
February 20 2008 06:47 GMT
#646
It's not always, but after 3-4 hours of being concentrated playing it, then it can happen.
It never happens with any other game though. And besides gaming I'm often on the comp as well. And I don't have RSI or something.
Well. I'm just trying to show you that I don't really find that whole "keyboard dexterity" thing fun, and I have approximately 100 APM more than your average noob from the Blizzard forums.
It's really just about the fun for me, and for the resulting inability to use some of the more advanced micro features of the game. Whenever I play SC1, I macro like 80% of the time. I'm even called a macro whore by some. While it's somewhat funny when you overwhelm your opponent, the simple fact that you always have to spend so much time on macro-mechnics doesn't feel satisfying to me. And if I don't do it I never have enough units.
Maybe SC1 is balanced in macro vs. micro for progamer APM levels of 400+, I don't know, but for my 100-160 it's really NOT. But I want it to be.
HamerD
Profile Blog Joined January 2008
United Kingdom1922 Posts
February 21 2008 00:01 GMT
#647
Forgive me but if you are good then you shouldn't play noobs, so you shouldn't have to be irritated that it still takes effort to beat them
"Oh no, we've drawn Judge Schneider" "Is that bad?" "Well, he's had it in for me ever since I kinda ran over his dog" "You did?" "Yeah...if you replace the word *kinda* with *repeatedly*...and the word *dog* with son"
Kennigit *
Profile Blog Joined October 2006
Canada19447 Posts
February 21 2008 00:46 GMT
#648
Ok i think its about time to call a time out on MBS Discussion II....id love to just ban anyone who supports MBS but i guess that wouldn't be fair ~_~.

I will remind you guys just to keep it civil - theres nothing wrong with getting a little heated but keep it to a tone you wouldn't mind your mother hearing.
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