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Canata`s commentary on LotV - Page 8

Forum Index > Legacy of the Void
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c0ldfusion
Profile Joined October 2010
United States8293 Posts
July 15 2015 11:41 GMT
#141
Lotv is just too hard to play right now. They didn't raise the execution barrier a little bit - it's way higher.
Forget about what the opponent is doing. I can barely control my units and macro now the economy is also accelerated.

Of course, I'm a terrible player but still HotS is a lot more enjoyable for me.
c0ldfusion
Profile Joined October 2010
United States8293 Posts
July 15 2015 11:44 GMT
#142
On July 10 2015 23:01 phfantunes wrote:
I'm just a platinum player (so really bad) and I agree with him.

At first I was mad hype when I got LotV beta, but I much prefer HotS' pace.


Exactly Canata worded it perfectly, the raised skill requirement takes away from strategy at every level of play.
[PkF] Wire
Profile Joined March 2013
France24193 Posts
July 15 2015 11:57 GMT
#143
There is zero strategy remaining. It's rushing out expands not to run out of money or trying to hit a giant timing. I personally kinda like the pace, but I have to agree it doesn't feel like playing a strategy game.
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
July 15 2015 12:03 GMT
#144
nobody knows what they are doing, much like when hots first came out... it will take some time to get some standard templates for strong strategies
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
c0ldfusion
Profile Joined October 2010
United States8293 Posts
Last Edited: 2015-07-15 12:11:14
July 15 2015 12:11 GMT
#145
Beta has been out for a while. I didn't make this comment when I first got beta. After all these patches, the markedly raised skill barrier in LotV is still very obvious.
sparklyresidue
Profile Joined August 2011
United States5523 Posts
July 15 2015 13:19 GMT
#146
On July 11 2015 02:48 RoomOfMush wrote:
Show nested quote +
On July 11 2015 02:43 andrewlt wrote:
On July 11 2015 02:33 vOdToasT wrote:
On July 10 2015 23:46 Qikz wrote:
On July 08 2015 18:39 Superouman wrote:
Before : "There is not enough micro! Give us more things to micro!"

After : There are too many things to micro! Give us less things to micro!"

Sigh...


There's good micro and bad micro. Good micro is something like you see Protoss do in SC1 with Dragoons, Zealots, Storm and Reavers and what not. Bad micro is the C&C3/RA3 mantra of ADD MORE SKILLS!

An RTS is not a moba. Active skills are not good for RTS games IMO.


I don't think that there's anything inherently bad about active skills. They just have to be interesting and fun, have high skill ceiling, etc.


Active skills need to be reserved for a few designated spellcasters. The rest of the units need to have very few of them.

That really depends on the nature of the active skills. Skills like Siege Mode, Cloaking and Stimpacks are fine in my opinion. They are not quite active skills and more like additional behavior / alternate forms of the unit. But active skills that are "actually active", with that I mean skills where you have to think whether you should use them or not and if yes then on what target, these should be limited to 2 - 3 spellcasters per race.


I'm always wary of cooldown spells. What's great about the skills you mentioned is that they are a strategic choice that changes the unit, but isn't a "free bonus damage attack every 15 seconds" or whatever.
Like Tinkerbelle, I leave behind a sparkly residue.
Big J
Profile Joined March 2011
Austria16289 Posts
July 15 2015 13:37 GMT
#147
On July 15 2015 22:19 sparklyresidue wrote:
Show nested quote +
On July 11 2015 02:48 RoomOfMush wrote:
On July 11 2015 02:43 andrewlt wrote:
On July 11 2015 02:33 vOdToasT wrote:
On July 10 2015 23:46 Qikz wrote:
On July 08 2015 18:39 Superouman wrote:
Before : "There is not enough micro! Give us more things to micro!"

After : There are too many things to micro! Give us less things to micro!"

Sigh...


There's good micro and bad micro. Good micro is something like you see Protoss do in SC1 with Dragoons, Zealots, Storm and Reavers and what not. Bad micro is the C&C3/RA3 mantra of ADD MORE SKILLS!

An RTS is not a moba. Active skills are not good for RTS games IMO.


I don't think that there's anything inherently bad about active skills. They just have to be interesting and fun, have high skill ceiling, etc.


Active skills need to be reserved for a few designated spellcasters. The rest of the units need to have very few of them.

That really depends on the nature of the active skills. Skills like Siege Mode, Cloaking and Stimpacks are fine in my opinion. They are not quite active skills and more like additional behavior / alternate forms of the unit. But active skills that are "actually active", with that I mean skills where you have to think whether you should use them or not and if yes then on what target, these should be limited to 2 - 3 spellcasters per race.


I'm always wary of cooldown spells. What's great about the skills you mentioned is that they are a strategic choice that changes the unit, but isn't a "free bonus damage attack every 15 seconds" or whatever.

I think those sorts of skills should require less/different management. If you have a cooldown spell that is really that spammy that it is just being played as bonus damage, than why not just make it bonus damage on every X-th attack? Add some small animation on the unit to see if the unit is currently "loaded" with the bonus damage and then people can micro to hit just right with the bonus.

+ Show Spoiler +
One could design cool kiting and damage point variations with that (actually an example when damage point can be very interesting on a unit). For example a unit that does triple damage on every 3rd attack but long damage point may be best used to run around a lot and only hit those 3rd attacks, but let the other 2pass to not fall into the trap of damage point in small scale micro situations.
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
July 15 2015 14:02 GMT
#148
I think they are really trying hard to listen to the community, but they just don't get it.

Also, this community is also not that easy to read, there are so many opinions and directions everyone wants LotV go.
c0ldfusion
Profile Joined October 2010
United States8293 Posts
July 15 2015 17:16 GMT
#149
I guess I'm on the more casual side of the player pool (relatively speaking, on this forum) so I don't have strong opinions about game design in terms of individuals units or on how to best modify the economy in the game.

Purely on the basis of gameplay feel though, after a lot of games since early beta I think LotV is too mechanically demanding right now. It is insanely more difficult to play, to just do things with your units and macro than HotS. This isn't a question of balance. This might not even be a huge factor to me as a spectator of the pro scene.

The biggest problem with an increased skill barrier is that the accessibility of the game is further reduced. This is not going to help make starcraft more popular and we all know we badly need new players.
c0ldfusion
Profile Joined October 2010
United States8293 Posts
July 15 2015 17:24 GMT
#150
On July 09 2015 09:18 BisuDagger wrote:
Show nested quote +
On July 09 2015 09:05 RoomOfMush wrote:
On July 09 2015 06:41 ElMeanYo wrote:
I don't really agree with Canata here. If units become more difficult to use, it doesn't affect lower level players vs each other as they both have bad unit control. They will find someone on the ladder who is just as bad and incapable of using units to their ability, and they will both have a fun game. It only becomes pronounced when they are playing someone who is much better.

The important point Blizz has to master is that the 3 races require relatively the same levels of effort to succeed at the various skill levels, from newb to pro, otherwise a race can seem overpowered at a given level.

I disagree. This might be true if it wasnt humans playing against each other but artificial intelligences.
A human will not have fun if he/she realizes that he/she is bad at a game. Not being able to use your units is frustrating. Watching your units die by the dozens without doing much because you are not good enough to control them does not suddenly become better just because your enemy has the same problem every now and then.
At some point the game makes you feel like garbage for not being good enough, and at that point it is no longer fun no matter how much worse your opponent is.

I'm terrible at brood war. The game is incredibly frustrating. Those damn protoss never do what I want. (Looking at you dragoons!) I don't storm well, execute drop play, keep scouting workers alive, recall effectively. Still, I love the hell out of the game.


And I respect your opinion. But that mentality is clearly in the minority among gamers, even competitive gamers.

I don't play BW. I love the game but I can't play it because the skill barrier eliminates my ability to enjoy the game. When SC1 / BW first came out it didn't have much competition and frankly the fact that it was a genre defining title also helped its popularity.

I want to see LotV succeed beyond the scope of the current SC2 scene. Also, I don't think making it easier mechanically makes it any less competitive. The skill barrier in HotS right now arguably exceeds any other popular competitive game in the market and we're left with a tiny scene (relative to those other titles).
Highways
Profile Joined July 2005
Australia6103 Posts
July 15 2015 23:12 GMT
#151
I disagree with canata.

SC2 needs more micro, as a spectator it is super boring watching attack move armies that melt everything like collosus.

Casual players aren't interested in 1v1. They are into 2v2, 3v3, fastest, big game hunters etc..
#1 Terran hater
Footler
Profile Joined January 2010
United States560 Posts
July 15 2015 23:31 GMT
#152
On July 16 2015 08:12 Highways wrote:
I disagree with canata.

SC2 needs more micro, as a spectator it is super boring watching attack move armies that melt everything like collosus.

Casual players aren't interested in 1v1. They are into 2v2, 3v3, fastest, big game hunters etc..


The thing is SC2 does have a lot of micro but some of it just isn't that interesting to watch partially due to all of the activated abilities. I do agree there needs to be more micro but as many people keep saying it shouldn't necessarily be done through more activated abilities. I know this will sound dumb but Blizzard needs to give players the ability to do more 'cheeky' maneuvers that can actually pay off. Properly executed drop micro is always fun to watch, marine splitting and bane focus firing is very interesting, blink micro in certain situations can be really impressive. Dropping a PDD or landing fungals aren't really that exciting from a spectator POV.

Blizzard is in a weird spot because you're right, the average player isn't interested in playing 1v1 but people are interested in watching it. So they have to make 1v1 more exciting to watch while also attracting the casual to actually play the game. Maybe Archon Mode will be the magic bullet as TB put it.
I am The-Sink! Parting bandwagoner before it became a soul train.
c0ldfusion
Profile Joined October 2010
United States8293 Posts
July 16 2015 00:57 GMT
#153
Without added incentives like dailies, there is no way archon mode becomes popular after the game is released.
fmod
Profile Blog Joined November 2013
Cayman Islands330 Posts
July 16 2015 01:30 GMT
#154
Whatever they do I think it's embarrassing that after like five years ZvZ is still just roach vs roach. Seriously, roaches are the most boring, generic unit ever conceived.
I don't particularly like you.
c0ldfusion
Profile Joined October 2010
United States8293 Posts
July 16 2015 01:37 GMT
#155
On July 16 2015 08:12 Highways wrote:
I disagree with canata.

SC2 needs more micro, as a spectator it is super boring watching attack move armies that melt everything like collosus.

Casual players aren't interested in 1v1. They are into 2v2, 3v3, fastest, big game hunters etc..


Let's step back for a second and think about this logically.

I agree that colossus is a problem unit. We can address it and other problem units without dramatically raising the skill barrier like what's currently being set in LotV beta. We can solve these issues without resorting to making the game materially more frustrating to play.

Also, team games would not have different units or different economy than 1v1. These formats wouldn't be any more fun (mechanically) to play than 1v1. Therefore these players can't be considered "casual" like the way you would refer to casual participation in other competitive games.

At a more general level, I don't think Canata is against the idea of micro where I also agree with you, can make the game more exciting to spectate. One or two difficult to micro units won't impact the skill barrier by themselves. It's a combination of everything - the faster start, the shallower mineral patches, a slew of new micro heavy units, etc.
frostalgia
Profile Joined March 2011
United States178 Posts
July 16 2015 02:29 GMT
#156
I think it's worth mentioning that what makes LotV feel more difficult to many players is that the pace of games is all over the place. Macroing and microing mechanics take up most of the focus, and there isn't much room for strategic choices or fluid builds. What used to feel limitless can now feel constricted, and deciding how to make best use of the fluctuating income rate now takes up a majority of the decision making. So, I'd say the Economy and Difficulty discussions stem from the same seed.

I like that Blizzard and the invitees have some time to discuss what is working and what isn't. It's great to know that a lot of things are being tried internally. I commend Blizzard for keeping in mind that what's popular isn't always right.

As for the economy, I think it's fair to say that most of us are happy it got more exciting. From most of the feedback I've seen, 12 workers still does feel a little extreme for an opening.. although it's been fun to see in effect, it's causing cheese to become irrelevant instead of slightly nerfed. That makes all early games look mostly the same. I'm hoping they have some tricks up their sleeves that might help.

I've been in the minority that recommended 9 workers (and a 150 mineral start) to shake up some early strategy, but I also pushed for 6-patches-per-base mostly on my own.. even got a thread locked here for trying to discuss it. The reason I, and many others, have been asking for some reconsideration here is that it looks a lot like the intentions might not match the outcome as much as it could.

The pace of the game has always been very important in StarCraft. All I hope for is that when all is said and done, this game spreads out the battlefield, promotes faster expanding without forcing it, and provides a freedom to make decisions all game long.. without confusing the previous formula too much. Best of luck to Blizz in making this game as great as we know it can be.. may the Khala be their guide!
we are all but shadows in the void
virpi
Profile Blog Joined August 2009
Germany3598 Posts
July 17 2015 09:07 GMT
#157
I'm a casual player, because I only play a few times per month. I used to be kind of decent, but that was 2 years ago. When I got the beta, I naturally was pretty excited at first. Now, after quite some games, I have to say that I have to agree with Canata. I'm not super-fast, but not overly slow either (between 150 and 200 APM), and it's ridiculously hard to keep track of everything. Personally, I dislike being forced to play fast and I also think that making the game harder to play doesn't really add to its inherent complexity. It just gets unnecessarily difficult to keep up with everything.
first we make expand, then we defense it.
papaz
Profile Joined December 2009
Sweden4149 Posts
July 17 2015 11:22 GMT
#158
On July 09 2015 23:48 summerloud wrote:
the easiest way to make the game easier to control is to enable the use of more different skills while units are grouped together in one control group

at the same time, this would make the game more fun for casuals, who right now cant, for example, force-field and psi storm at the same time


This is an excellent idea that I have also thought about. The battles for casuals like myself is nothing but A-move. There are so much active abilities that I can't tab through the control groups and use the abilities.

Having a faster econ plus all the active abilities have made the game much harder to play.
i)awn
Profile Joined October 2011
United States189 Posts
July 19 2015 22:02 GMT
#159
I haven't tried LotV but I do feel extra units to micro is a good thing BUT the problem with SC2 has been that is a bit too fast paced and the bigger problem is that the effective health pools are much smaller. What I mean is that the dps is absurd, a whole army or a whole base can be melted down within seconds. I think a slower paced game with smaller dps will make this game much better.
Fall.182
Profile Joined September 2010
United States126 Posts
July 20 2015 01:09 GMT
#160
On July 08 2015 16:21 mrjpark wrote:
Casual gamers aren't the market for 1v1 ranked ladder is the thing. Blizzard is not -- and should not -- design 1v1 ladder around the casual gamer. The 1v1 ladder is for the competitive folk. For casual gamers, there's archon mode and the arcade (which I hope gets revamped).


This pretty much.
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