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Issues with removing the macro mechanics - Page 2

Forum Index > Legacy of the Void
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deth
Profile Blog Joined August 2009
Australia1757 Posts
Last Edited: 2015-08-22 00:12:26
August 22 2015 00:12 GMT
#21
I've played a lot of the new patch and so far agree with Beasty's analysis.

However, pre-patch had a lot of issues as well. The combination of mining out too quickly, 12 worker starts and taking expansions quickly resulted in LESS engagements and harassment rather than a faster, micro-based game.

Could we perhaps find a happy medium?

MULE = 120-150 minerals
Chronoboost = +25%-33% speed
Injects = 3 larvae

While I was happy to see Blizzard test drastic changes, I do agree with the arguments that it's good to have different styles available for players to exhibit their strengths in-game. Complete removal of some of the macro mechanics has an adverse effect.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
Last Edited: 2015-08-22 00:19:20
August 22 2015 00:18 GMT
#22
Most of the concerns in the OP are solved simply by speeding up the rate of resource mining by workers.

I only say this because I expect Blizzard to jump at the idea of solving the problem so easily. If we want a different solution, we need to provide it as an alternative.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
DooMDash
Profile Joined May 2010
United States1015 Posts
August 22 2015 00:27 GMT
#23
Game was fine before, there isn't a need to increase worker income when it was absolutely amazing before this patch.
S1 3500+ Master T. S2 1600+ Master T.
TelecoM
Profile Blog Joined January 2010
United States10851 Posts
August 22 2015 00:39 GMT
#24
I really like the new state of the game with this new patch although I agree and understand all of the issues listed, I think it can be countered with other changes that may make the game better / more appealing for viewers and new players. It is a hard thing to juggle for Blizzard.
AKA: TelecoM[WHITE] Protoss fighting
FLuE
Profile Joined September 2010
United States1012 Posts
August 22 2015 01:04 GMT
#25
A lot of these issues get solved by changing build and research times for toss which they will do and Terran costs can be adjusted.

I'd rather them find other ways to make the game complex and fun now that these boring and hard to balance mechanics are gone. I find it so funny people cry all the time about how BW was king and SC2 isn't and they want this unit back and that type of mining system back and then this change which brings the game closer to a BW feel and the same people are complaining?

These were boring mechanics that showed no real skill and made it very hard to balance the game at the pro and novice level. If Zerg is too easy then find other ways to make the race skillful. I am sorry I'm not impressed that some players remember to inject while others don't. That to me isn't the gaming apm I want to see. I want to see sick burrow micro, baneling drops, and muta harass. For Terran I want the race to be balanced in a way that doesn't have to account for late game mass mule, and throwing all your scvs away as you call mules down from the sky. It's not fun to watch or play against. For Protoss the timings of everything are always wonky because they have to account for the fact that someone COULD use chrono.. But what happened was certain things always got boosted and then those always got nerfed.

Everyone right now is looking at these changes after 1 day in a vacuum instead of seeing how this will create better game balance and open up better play overall. Give it another month and nobody will miss these dumb mechanics that added little to the game, were boring, and always hard to balance.
CleanerTax
Profile Joined October 2014
United States8 Posts
August 22 2015 01:11 GMT
#26
I agree with this 100 %
Q~Q
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
August 22 2015 01:25 GMT
#27
Suppose you do math problems. Previously after every math problem you'd clap a bunch of times and do a spin. Now you just go to the next math problem. Suddenly the math problems are less fun. Relevant?
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
FLuE
Profile Joined September 2010
United States1012 Posts
August 22 2015 01:29 GMT
#28
On August 22 2015 10:25 mishimaBeef wrote:
Suppose you do math problems. Previously after every math problem you'd clap a bunch of times and do a spin. Now you just go to the next math problem. Suddenly the math problems are less fun. Relevant?


More like you do a math problem, then have to inject larva, then go to the next math problem. If you forget to inject someone punches you in the crotch.

Now you get to just do math problems.
tokinho
Profile Blog Joined December 2010
United States792 Posts
Last Edited: 2015-08-22 01:47:07
August 22 2015 01:40 GMT
#29
On August 22 2015 06:51 Beastyqt wrote:
+ Show Spoiler +
I wanted to share my opinion on current LotV economy change patch and I'll try to explain why I think this patch in general is bad for the game.

Economy got a lot slower, by removing the macro mechanics the game is slower which means less action and more time needed to get the units out. When I started playing LotV the thing I loved about it is how fast it was compared to hots and this patch is changing that.


Zerg won't be able to do baneling busts anymore since there will be 4 larva less per inject, any kind of speedling flood will be a lot weaker and it will be even more all-in since you can't just make huge round of drones after that and be fine, 4 drones is a lot in the early game which overall means..more of "what's your favorite childhood game Tasteless and what have you been playing recently?", because sacrificing your economy that early in the game will have huge impact in the mid game.

Major difference between Hydra and any random GM Zerg right now is how many more units Hydra can make at the certain point in the game and how well he can manage his injects and economy. If you remove the injects that's taken away and Zerg as a race becomes a lot easier to play. Creep spread will be out of control since Zerg's have one less thing to do right now. Overall nerf for Zerg in the early game and buff to any Zergs that aren't top tier Koreans in the mid and late game.


Protoss won't be able to do fast tech transition anymore since they don't have chrono boost, no chrono boost also means they will have to start their forges earlier, which means if they do that they won't be able to be aggressive on the map since they are spending their resources earlier on the upgrades which again slows down the game and kills the action in the early game. Sure it's possible to be aggressive even without chrono boost, but not making forges early in the game is border line going to be all-in, because you won't be able to catch up in upgrades and because Terran can scan you all day now and once they see no forges, they will just play defensive. This kind of change will make Protoss camp in their base and not be aggressive with any units because you will be scouted extremely easily by both Zerg and Terran and it's overall just slowing down the Protoss tech quite a lot and forcing them to go more gateway heavy in the early game. Overall it's a nerf to Protoss in every kind of way.


Terran, no more mules. There is no more decision making if you should scan the opponent instead of using the mule for the economy boost in the early game, there is no more trade off if you get supply blocked you can drop a supply depo, but you "lose" 280 minerals by doing so. Orbital command is boring. You can make PF at your third now, so I guess that's one good thing.
We all know Terran is heavily focused on hitting timings vs both Zerg and Protoss and..yep you guessed it those are now more or less gone and unless you open with tripple CC you will be behind in all 3 match-ups. Terran late game is..screwed. If you played bio in hots in the late game vs Zerg or Protoss you know you made extra orbitals and then sacrificed scv's in order to have more units on the field because both Protoss and Zerg have a lot better production in the late game. You can barely support 3 rax, 1 factory and 1 starport off of 2 base, which means you simply cannot go 2 base pressure and not be extremely behind if you don't do any damage to the opponent. Overall a "buff" in the early game because you can use your scans more frequent, but huge nerf to the mid and late game.


Now one thing that I think a lot of people didn't even consider is losing your workers. If you thought Protoss losing 10 probes in TvP in hots was bad, think again the same situation except in LotV with no chrono boost to make those probes again. Think about oracle killing 10 scvs, there's no more mule and remaking those 10 scv's will take long time. Hellion run-by vs Zerg and you killed let's say 16 drones? That's 8 cycles of injects worth of larva.
Losing your workers in Brood War was bad, but there weren't as many mineral line harassment units as there are in Starcraft II, what's going to stop me constantly making and dropping widow mines vs P or doing hellion harass vs Z and just trading for workers, it's slowing down their economy way more than it is in hots. The harassment units like widow mines, hellions, oracles, dt's, mutas will be game ending units if you managed to kill enough workers and then just make an army, walk across the map and kill your opponent because he had to cut unit production to remake the workers while you kept making units the whole time.


I was playing a lot of Legacy and I was enjoying it quite a lot, this patch is making the game a lot slower and easier for all 3 races, every aggressive move you make is more all-in than before and losing your economy most likely means losing the game. The game is becoming way too focused on micro and less and less on macro. Macro is what separates SC2 from other strategy games, that's what makes it beautiful, seeing Maru having 50-100 minerals throughout the whole game while having insane economy, while microing his units and moving around the map. I don't want SC2 to become a moba game, each unit having a skill or spell to use and micro play becoming more powerful than macro play, that's not what SC2 is about.


This isn't whining because I'm doing poorly after the patch or whining that my race is bad after the patch or something else. I know some people will tell me to "give it time" and "you just need to play the game more and figure it out". Everything I wrote are facts and I tried being as objective as I could when I talked about each race and how economy change affects them. I played 20+ games since the patch and playing another 100 more won't change my opinion about the economy change.
As someone who was one of the most excited people for LotV, I'm really disappointed by this change and the game isn't as fun or as exciting as it was.


TLDR: Removing macro mechanics is slowing down the game and making it easier for all 3 races. Macro mechanics are extremely important part of the game that show the skill of each player and there will be too little differentiation between the top players as far as macroing goes. Game is becoming too focused on the micro, while macro is being pushed to the side. Harassment units are becoming too strong with this kind of economy change because there's no more mules, no more chrono boost to remake probes and less larva to re-drone.
Macro mechanics need to exist in SC2 and they should be re-added to the game.



I have kind of a different opinion so far. It feels like the change is so drastic its going to take a long time for these macro/warpgate changes to truly set in.

Terran-
Given the economy changes, it seems like terran tends to have a lot more gas and are still getting orbitals very early. I think the first orbital I wouldn't get until after 2 supply depots a second cc, a factory and another tech item(stim, starport, 11 upgrades) in most cases. Like supernova felt that bio is less effective due to less mineral income on his first pass. Often the terran didn't have the late-game capacity to deal with the army from other races. I feel like this patch gives terran more incentive to play more biomech/bioair so that late game transitions are more viable. I think its going to take a while for this to be figured out. The flexibility of scv pulls and base trades against carriers i think will have to take some time to get used to. Playing against phoenix, I'm not quite sure how i feel about this because i did not get much hots terran practice on the korean server so its still quite new to me. It feels like i have way to much to test on this to have an opinion at the moment, (Other than to say i think its harder to play straight bio now and hopefully we'll see more ghost play)

Protoss-
The warp in mechanic feels interesting. I like where its going. The really fast warp in at pylons where there is a warpgate is sick. One of the common strategies for protoss to break players was to warp in at the base with a warp prism, then warp in far away with a pylon. I like how this changes things. I wonder if protoss players can just build 2 warp prisms still for that style. The adept/void ray play feels more consistent and not so strong early on with the economy changes. The little R2D2 immortals are kind of hard for me to get used to. The adept harass into blink with stasis is really fun to play and probably one of my favorite new additions to the game. The heavy timings with chrono'd items feels different too. I feel the gimmicky nature of chronoboosting an upgrade while harassing and never moving out feels less viable and the return of the collossus range i think is interesting. I haven't seen one game with the collossus and new disruptor. I saw huk complain quite a bit about the feel of the disruptor. I still need time to parse out what people really feel about it.

Zerg-
To be honest, not having to inject doesn't change the game that much for me. I still think most of the pros who are good will still be just as good. Its just one less item on the mental checklist. I don't think it is going to change much. I have found though that its much harder to execute my +11 lings ravager builds. Instead of 4 hatch on 3 base, I've been experimenting with 5 hatch, but then i have excess gas to play around with. I tend to float more minerals mostly due to less larvae at the 6-11 minute mark LOTV time. The spread of creep seems good too. The increase in scans makes it feel harder to spread the creep to be honest. The harass from terran feels stronger somehow, but then they seem to not have much late game play as of yet. Playing against mech I feel that the burrow move on the swarm hosts was a bigger deal than the items listed in the community feedback update -august 21st (except maybe the gas cost). I'm probably one of the few players that has spent significant time trying to make them work on hots.

Game speed-
I agree that building things doesn't go quite as fast. I don't know what to think of this change yet. There was a huge midgame ramp up at the same time, the bases were getting close mining out. Maybe that will not happen quite as abruptly as well. Also, the optimal workers on bases may be a little bit lower. I have a lot of testing to do before i come to any conclusion. It feels like the 1:50ish of the game of brevity may lose a little bit.

ZvT Mech play in hots-
The recent games vs mech in hots, we did see life try to beat it with infestors/neural and some interesting play from rogue and symbol. I still feel a little bit curious about the style that was shown by firecake and petraeus with the 9queen, 2-3 ultras, 2 infestors, 12-15 hydras, 6-7 vipers, and small ling runby's. I don't know why this style fell out of practice given its initial success. One of the ways i had tested playing originally was to go hydras into vipers, then swarm hosts. With the burrow move you could harass effectively and it came without having to get burrow. I'm not sure if I'd still build swarm hosts though given that getting the high hydra and viper counts felt stronger to me.

Timing concerns-
The expected release date is approximately after blizzcon before wcs, this is only within a small 10-18 week window. The games I have played since the patch have nearly all lagged. My concern is that the entire meta has changed for all 3 races. The game is just completely different that its ever been. I had debated making my own thread for these thoughts, but i think here is fine. For my earlier posts, I spent time porting over about 60 builds from hots/lotv pro games and comparing them. Also, I had a large dataset on win rates I was looking to release with builds and win rates that seems obsolete now. I think its going to be hard to reach that level of detail again. I think its going to be hard for me to have effective feedback with statistics before release.

Overall the game just feels completely different. Having extra gas and less production is really interesting. Despite the loss over some of the flexibility of usage of the chronoboost and mules, the added increase in tech viability via the gas increase i think opens up a lot of options. I really would like to see more biomech/bioair/ghost/infestor/queen,hydra,viper antimech/carrier play styles now as well.
Smile
Charoisaur
Profile Joined August 2014
Germany16091 Posts
Last Edited: 2015-08-22 02:02:22
August 22 2015 01:57 GMT
#30
On August 22 2015 10:04 FLuE wrote:
A lot of these issues get solved by changing build and research times for toss which they will do and Terran costs can be adjusted.

I'd rather them find other ways to make the game complex and fun now that these boring and hard to balance mechanics are gone. I find it so funny people cry all the time about how BW was king and SC2 isn't and they want this unit back and that type of mining system back and then this change which brings the game closer to a BW feel and the same people are complaining?

These were boring mechanics that showed no real skill and made it very hard to balance the game at the pro and novice level. If Zerg is too easy then find other ways to make the race skillful. I am sorry I'm not impressed that some players remember to inject while others don't. That to me isn't the gaming apm I want to see. I want to see sick burrow micro, baneling drops, and muta harass. For Terran I want the race to be balanced in a way that doesn't have to account for late game mass mule, and throwing all your scvs away as you call mules down from the sky. It's not fun to watch or play against. For Protoss the timings of everything are always wonky because they have to account for the fact that someone COULD use chrono.. But what happened was certain things always got boosted and then those always got nerfed.

Everyone right now is looking at these changes after 1 day in a vacuum instead of seeing how this will create better game balance and open up better play overall. Give it another month and nobody will miss these dumb kmechanics that added little to the game, were boring, and always hard to balance.


i disagree with everything you said but one thing is just wrong.
The macro mechanics have been in the game for five years and the balance has always been extremely good. So they certainly aren't "hard to balance"
the removal of those mechaics will be hard to balance.
Many of the coolest moments in sc2 happen due to worker harassment
Footler
Profile Joined January 2010
United States560 Posts
August 22 2015 02:23 GMT
#31
Just saying, they could speed things up without adding the macro mechanics back in.
I am The-Sink! Parting bandwagoner before it became a soul train.
cactusjack914
Profile Joined March 2011
United States183 Posts
August 22 2015 02:30 GMT
#32
Thanks for posting this Beasty, we need more professional players speaking out about the patch.

The entire game was balanced and adjusted around the macro mechanics for 5+ years and then boom, it's gone. I know alot of people hate on Avilo, but he was going through replays on his stream to show the differences in terran economy on 2 base pre patch vs the new patch. It was astounding. TvZ is unplayable right now. Zerg can still get to 3 base saturation as T reaches 2 base saturation, just like before the patch, but now that there is no mule so T falls so far behind. Any economic damage and its GG.
"starcraft isn't a hobby, its a lifestyle."
blade55555
Profile Blog Joined March 2009
United States17423 Posts
August 22 2015 02:32 GMT
#33
Idk from personal experience the game seems more fun and action packed from my perspective and takes a lot longer to max out which is awesome imo.

I do think there needs to be more than 1 day before judging this as it changes a shit ton, currently I still feel it's a good change but playing more for the next few days will give me a more solid opinion.

As a side note it is really nice to be able to kill Terran scv's and have it matter now
When I think of something else, something will go here
Joedaddy
Profile Blog Joined July 2010
United States1948 Posts
August 22 2015 02:37 GMT
#34
Zerg user here, but have played all 3 races extensively over the years~~~~

100% Agree
I might be the minority on TL, but TL is the minority everywhere else.
Roblin
Profile Joined April 2010
Sweden948 Posts
August 22 2015 02:38 GMT
#35
On August 22 2015 10:57 Charoisaur wrote:
Show nested quote +
On August 22 2015 10:04 FLuE wrote:
A lot of these issues get solved by changing build and research times for toss which they will do and Terran costs can be adjusted.

I'd rather them find other ways to make the game complex and fun now that these boring and hard to balance mechanics are gone. I find it so funny people cry all the time about how BW was king and SC2 isn't and they want this unit back and that type of mining system back and then this change which brings the game closer to a BW feel and the same people are complaining?

These were boring mechanics that showed no real skill and made it very hard to balance the game at the pro and novice level. If Zerg is too easy then find other ways to make the race skillful. I am sorry I'm not impressed that some players remember to inject while others don't. That to me isn't the gaming apm I want to see. I want to see sick burrow micro, baneling drops, and muta harass. For Terran I want the race to be balanced in a way that doesn't have to account for late game mass mule, and throwing all your scvs away as you call mules down from the sky. It's not fun to watch or play against. For Protoss the timings of everything are always wonky because they have to account for the fact that someone COULD use chrono.. But what happened was certain things always got boosted and then those always got nerfed.

Everyone right now is looking at these changes after 1 day in a vacuum instead of seeing how this will create better game balance and open up better play overall. Give it another month and nobody will miss these dumb kmechanics that added little to the game, were boring, and always hard to balance.


i disagree with everything you said but one thing is just wrong.
The macro mechanics have been in the game for five years and the balance has always been extremely good. So they certainly aren't "hard to balance"
the removal of those mechaics will be hard to balance.


I'm not saying macro mechanics are hard to balance or that they are easy to balance.
but I fail to see how the removal of macromechanics would be any more difficult to balance than keeping them, assuming that the state was unbalanced before (which it was. this is a beta for a reason, it is not expected to be perfectly balanced yet).
I'm better today than I was yesterday!
Sinistro
Profile Joined February 2012
Brazil684 Posts
August 22 2015 02:39 GMT
#36
As I said early on, Totally agree, the game fews slugish.

I would like to point other thing, as a noob myself, I had macro to work on since I couldn't micro like a pro. I tried my best but I still couldn't micro. BUT, with mules, injects and chronoboost I was able to work on my macro first and then focus on the micro. I had something to work, now is micro or die. I really hope Blizzard revert this.
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
August 22 2015 05:28 GMT
#37
On August 22 2015 06:51 Beastyqt wrote:
TLDR: Removing macro mechanics is slowing down the game and making it easier for all 3 races. Macro mechanics are extremely important part of the game that show the skill of each player and there will be too little differentiation between the top players as far as macroing goes. Game is becoming too focused on the micro, while macro is being pushed to the side. Harassment units are becoming too strong with this kind of economy change because there's no more mules, no more chrono boost to remake probes and less larva to re-drone.
Macro mechanics need to exist in SC2 and they should be re-added to the game.


I agree with your post but the part about making it easier, isn't that the stated goal? They want to do that to make the game more accessible I thought. I definitely agree that makes the game less interesting and much more one dimensional though, and I think every pro I talked to had the same comments about it.
@RealHeyoka | ESL / DreamHack StarCraft Lead
SC2Angora
Profile Joined August 2015
53 Posts
August 22 2015 05:53 GMT
#38
Every game playing Terran is a pain now, we just have no money all the game, there no more versatility or possibility to go into different direction of play the game isnt fun anymore, always behind, always slow, its so so frustrating to play, Mule need to come back with Chronoboost and no auto inject.
WhiteLuminous
Profile Joined July 2015
43 Posts
August 22 2015 06:08 GMT
#39
In the current state of balance, Terran got absolutely destroyed. Protoss streaming Gateway units across the map can contain Terran on 1 base long enough that once the Terran breaks out with either a mine drop, reasonable cyclone count, or stim, Protoss is comfortably established on two bases. Then the Protoss can just deny Terran his third for forever until the Terran starves.

I know that they'll eventually sort out balance, but it's hard to have fun with the game and explore it when the balance is destroyed this terribly. It doesn't feel like I deserve the losses or the victories, and it's worse when I can expect to wait weeks before early game PvT is changed. Maybe we'd look at removing macro mechanics more favorably if Terran wasn't completely annihilated by the patch. This is coming from a Protoss main.

Balance concerns aside, the observations from the OP are on point, but I believe that we should wait a little longer before judging. The community seems to have shifted from thinking the game was too fast, to thinking the game was paced fairly well, and this change took a long time to happen. Few voices now are complaining that there isn't enough time to do everything, whereas that was the dominant complaint about pacing initially.

With issues like skill cap and the price of losing workers, gameplay will probably shift to highlighting new levels of sufficiently impressive micro control and more conservative expansions or defenses. Yes the skill cap has fallen, and workers are harder to replace, but let's wait a bit before saying these are significantly detrimental to the game.
SC2Angora
Profile Joined August 2015
53 Posts
August 22 2015 06:16 GMT
#40
The ratio between macro/micro/multitask for all the race was perfect on Lotv until this patch, it was really interesting to play and to watch, now the game is slow down, Terran no longer exist and we just see zerg enjoy all the game their creep spread and their easy building of unit and drones, mule and chronoboost has to comeback, without the game is too slow with no money and no possibility of play the way you want, youre always behind,
Blizzard want more microfight but with this patch it's the contrary who will happen, every engagement is more all in with no economy to recover, there no more beauty in SC2, the macro mechanics have always allow sick micro and multitask there no doubt about it and its the ratio between macro and micro in the same time that make SC2 so cool, now the game just feel like an unplayble moba with no fun and so slow at all.

Just dont change sc2 remove this patch and make chronobost, larva and mule comeback.
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