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Participants needed for academic study on Starcraf - Page 2

Forum Index > General Forum
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Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
Last Edited: 2009-11-21 01:30:57
November 21 2009 01:25 GMT
#21
1) 20
2) ~200 hours
3) advanced
4)
1. Resource Management
2. Recruitment
3. Interface management
4. Offense
5. Defense
6. Exploration
7. Thinking about the opponents strategy
8. Upgrading
9. Building Management

These choices for important factors aren't easy to put in a list. You need to have decent mechanical ability to be able to build your economy and forces, as well as scout. If you can't do these tasks at at least a basic level, then you cannot execute the strategic decisions you make based on interpreted information. Once you achieve a competent skill level with mechanical ability, it gradually becomes more important to properly scout, and then make proper strategic decisions.

I think a better set of points to organize based on importance would be:

-Economic Management (Macro, or the skill & speed with which you use the game interface to control your Economy)
-Unit Management (Micro, or the skill & speed with which you use the game interface to control your forces)
-Scouting (Information Gathering)
-Strategic Macro Decision Making (Which Units, Tech, Upgrades, Expansions, Defenses to get)
-Strategic Micro Decision Making (Harassment, Positioning, Timing of attacks, Ability usage etc.)
-Mindset (Confidence, determination, staying calm and thinking clearly).
BlackJack
Profile Blog Joined June 2003
United States10574 Posts
November 21 2009 01:43 GMT
#22
1) 22
2) 1000
3) expert

1)Resource Management (Wins by a loophole since not having enough workers is the worst thing you could do, but it only applies to early beginners)

2)Recruitment

3)Exploration (We can agree that seeing opponent's strategy is better than "thinking about opponent's strategy")

4)Offense

5)Defense

6)Upgrades

7)Building Management

8)Thinking about Opponent's strategy (Games are so ABC123 these days that not a lot of thought is required

9) Interface management (Having good micro/macro is more important than having good apm for example
Carmen
Profile Joined November 2009
Canada13 Posts
November 21 2009 18:40 GMT
#23
Wow thanks guys!! In spite of what some posters are saying, this task is possible to do, and I'm getting from great results so far.

Please keep it up!!

Thanks again,

Carmen
Hi how are ya.
Hypnotikdel
Profile Joined April 2009
United States333 Posts
November 21 2009 20:43 GMT
#24
1) 22
2) Total? 8000-10,000 hours? Maybe even higher.
3) Advanced


1) Resources Management - this is usually a non issue except with beginning players because the first thing you learn when you start playing is to "never stop building workers".

2) Recruitment - Macro/Micro

3) Exploration - If you keep your scouting up then "thinking about opponents strategy" really doesn't matter because all the counters are basic knowledge and you know what you should do immediately.

4) Offense - The best defense is a good offense.

5) Interface management - Hot keys, gotta have them.

6) Upgrading

7) Defense

8) Building Management

9) Thinking about the opponents strategy
LarJarsE
Profile Blog Joined August 2009
United States1378 Posts
November 21 2009 21:10 GMT
#25
age 19, advanced

Resources Management
The recruitment of SCVs, assignment of SCV to extract resources, or the building of a gas extractor

Interface management
The game interface, such as hot keys or group key assignments

Thinking about the opponents strategy
Mental state or possible strategic plans of the opponent(s)

Exploration
Scanning or moving unit(s) to unexplored areas

These two go together, depending on your scouting:
Defense
Defensive actions or plans
Offense
Offensive actions or plans

Recruitment
The recruitment of military units

Upgrading
Upgrading or improving building or units

Building Management
Building repairing, moving buildings
since 98'
LarJarsE
Profile Blog Joined August 2009
United States1378 Posts
November 21 2009 21:15 GMT
#26
Its really about combining all of these things together. After a while SC players learn how to distribute their time into paying attention to all of those. At different times, all of those things can win or lose the game, so they are all equally as important.

For example, you can have great micro, perfect split every time, can micro your units to the absolute maximum effeciency, but if you arent playing attention to your minerals and making more workers and building ttech and production buildings, producing units, and thinking about what you are going to do AFTER what you are doing, you are going to lose.
since 98'
sky_slasher
Profile Blog Joined January 2009
United States328 Posts
November 21 2009 22:04 GMT
#27
1) Your age - 21
2) Number of hours experience with Starcraft (approximate) - on and off for a decade; your description of your own experience with Starcraft probably fits mine; so put whatever hours you designated for yourself to me.
3) What level of expert you consider yourself
(beginner, advanced, intermediate, expert, professional)
- advanced

4) Could you please sort the and rank the following concepts in order of importance they are to winning a Starcraft match, the first in the list or (1) being the most important and the last on the list (9) being the least important. I've put the concept name and then a very brief definition underneath. The concepts are below listed in no particular order.

6. Exploration
Scanning or moving unit(s) to unexplored areas

7. Building Management
Building repairing, moving buildings

9. Upgrading
Upgrading or improving building or units

2. Thinking about the opponents strategy
Mental state or possible strategic plans of the opponent(s)

4. Interface management
The game interface, such as hot keys or group key assignments

3. Defense
Defensive actions or plans

1. Offense
Offensive actions or plans

8. Recruitment
The recruitment of military units

5. Resources Management
The recruitment of SCVs, assignment of SCV to extract resources, or the building of a gas extractor
Carmen
Profile Joined November 2009
Canada13 Posts
November 21 2009 22:37 GMT
#28
Thanks!! I really appreciate it. I think I need about 10 more entries in order to make my data statistically significant.

Carmen
Hi how are ya.
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
November 21 2009 22:49 GMT
#29
i think 5 would do it.
Trozz
Profile Blog Joined November 2008
Canada3456 Posts
November 21 2009 22:52 GMT
#30
I am 23.
Playing for eleven years.
Intermediate.

*

1. Thinking about the opponents strategy
Mental state or possible strategic plans of the opponent(s)

2. Resources Management
The recruitment of SCVs, assignment of SCV to extract resources, or the building of a gas extractor

3. Exploration
Scanning or moving unit(s) to unexplored areas

4. Defense
Defensive actions or plans

5. Offense
Offensive actions or plans

6. Recruitment
The recruitment of military units

7. Upgrading
Upgrading or improving building or units

8. Interface management
The game interface, such as hot keys or group key assignments

9. Building Management
Building repairing, moving buildings
A build is not a guess, an estimation or a hunch, a feeling, or a foolish intuition. A build is a dependable, unwavering, unarguably accurate, portrayer of your ambition.
category
Profile Joined July 2009
United States85 Posts
November 21 2009 23:01 GMT
#31
Can you elaborate on what you are trying to learn about through this study? It might help people to rank these interrelated aspects of gameplay. For example, should things that are ranked at the top of my list be such that if I ignore those elements of the game, then I am almost guaranteed to lose? Whereas things near the bottom of the list are such that if I ignore them, it won't hurt my chances of winning nearly as much?
Eskii
Profile Blog Joined August 2007
Canada544 Posts
November 21 2009 23:08 GMT
#32
1) 19
2) 12500
3) High Intermediate, currently Advanced.


4)

Thinking about the opponents strategy
Mental state or possible strategic plans of the opponent(s)

Resources Management
The recruitment of SCVs, assignment of SCV to extract resources, or the building of a gas extractor

Offense
Offensive actions or plans

Recruitment
The recruitment of military units

Exploration
Scanning or moving unit(s) to unexplored areas

Upgrading
Upgrading or improving building or units

Defense
Defensive actions or plans

Interface management
The game interface, such as hot keys or group key assignments

Building Management
Building repairing, moving buildings
Carmen
Profile Joined November 2009
Canada13 Posts
November 22 2009 00:13 GMT
#33
On November 22 2009 08:01 category wrote:
Can you elaborate on what you are trying to learn about through this study? It might help people to rank these interrelated aspects of gameplay. For example, should things that are ranked at the top of my list be such that if I ignore those elements of the game, then I am almost guaranteed to lose? Whereas things near the bottom of the list are such that if I ignore them, it won't hurt my chances of winning nearly as much?



Being at the bottom doesn't mean you should ignore that category, it only means that category is less important (even very slighly) then all the other other categories.

Carmen
Hi how are ya.
wussleeQ
Profile Blog Joined June 2009
United States3130 Posts
Last Edited: 2009-11-22 00:55:18
November 22 2009 00:54 GMT
#34
1) 18
2) Over 10,000 Hours... what a waste of life
3) Intermediate

4)

1) Defense - Build up and defend and eventually move out
2) Offense - Kill off extra expos to stay ahead
3) Resources Management - Build a lot of miners and eventually does a lot of positives during the game
4) Upgrading - Siege, Stim, Mines, + damage + armor, very important
5) Recruitment- What good is resources if you don't use them?
6) Exploration - Know what you are up against
7) Thinking about the opponents strategy - Kind of hard to think about it unless you explore
8) Interface management - meh
9) Building management- This sort of goes under scouting and because i see it as a sub category it isn't too big. And only applies to terran


BW -> League -> CSGO
Carmen
Profile Joined November 2009
Canada13 Posts
Last Edited: 2009-11-22 20:38:47
November 22 2009 20:38 GMT
#35
Any more respondents, tonight is your last chance. Thanks to all who have participated so far!

Carmen
Hi how are ya.
Carmen
Profile Joined November 2009
Canada13 Posts
November 23 2009 16:53 GMT
#36
Hey guys, here are the results to my little ranking survey. Unfortunately I wasn't able to get enough respondents in time to hand in my assignment in order to make all the variables statistically significant, however Building Management and Resource Management were both found to be significant (p < 0.05). It would seem that experts are agreeing that the most important concept is resource managament and the least important is building management. The other rankings are interesting to see but since they weren't found to be statistically significant, we can't really draw conclusions on them.

Thanks again to all who participated!

Categories Mean Rank

Building Management 3.76
Upgrading 4.76
Interface Management 4.94
Offense 6.18
Exploration 6.24
Defense 6.35
Recruitment 6.47
Thinking about the opponent 6.59
Resource Management 8.71
Hi how are ya.
dangots0ul
Profile Blog Joined January 2009
United States919 Posts
November 23 2009 17:00 GMT
#37
yeah u cant organize... way too many factors its not even funny.
i type teamliquid into the url subconsciously... all...the...time...
dangots0ul
Profile Blog Joined January 2009
United States919 Posts
November 23 2009 17:01 GMT
#38
also the race you play matters too
i type teamliquid into the url subconsciously... all...the...time...
Zurles
Profile Joined February 2009
United Kingdom1659 Posts
November 23 2009 20:43 GMT
#39
On November 21 2009 10:11 MountainDewJunkie wrote:
Show nested quote +
On November 21 2009 09:34 Carmen wrote:
Could you please sort the and rank the following concepts in order of importance they are to winning a Starcraft match, the first in the list or (1) being the most important and the last on the list (9) being the least important. I've put the concept name and then a very brief definition underneath. The concepts are below listed in no particular order.

Exploration
Scanning or moving unit(s) to unexplored areas

Building Management
Building repairing, moving buildings

Upgrading
Upgrading or improving building or units

Thinking about the opponents strategy
Mental state or possible strategic plans of the opponent(s)

Interface management
The game interface, such as hot keys or group key assignments

Defense
Defensive actions or plans

Offense
Offensive actions or plans

Recruitment
The recruitment of military units


Resources Management
The recruitment of SCVs, assignment of SCV to extract resources, or the building of a gas extractor

Carmen


This is retarded. What's more important: units, plans, hotkeys, or management? The answer is you need all of these in every game! You can't win if you don't *ahem* recruit military units. You can't win if you don't have a plan. You can maximize utility without upgrades and hotkeys. And you can't do anything if you don't manage the dough.

Liken this to the human body:

What's more important? Nevous system? The brain? The heart? Thumbs?

Stupid. That that's with 5 O's.


i was about to say something very similar to this.
fanatacist
Profile Blog Joined August 2007
10319 Posts
November 23 2009 20:50 GMT
#40
1) 20
2) 10 years, hard to say how many hours. Probably around 3000.
3) Advanced (should be higher than Intermediate IMO).
4) Thinking about the opponents strategy
Exploration
Resource Management
Recruitment
Building Management
Defense
Offense
Upgrading
Interface Management


You are missing stuff like Harass (I guess this could be Offense but...)
Peace~
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