• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:59
CEST 02:59
KST 09:59
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 1 - Final Week4[ASL19] Finals Recap: Standing Tall10HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0
Community News
Firefly given lifetime ban by ESIC following match-fixing investigation17$25,000 Streamerzone StarCraft Pro Series announced6Weekly Cups (June 30 - July 6): Classic Doubles6[BSL20] Non-Korean Championship 4x BSL + 4x China10Flash Announces Hiatus From ASL70
StarCraft 2
General
RSL Revival patreon money discussion thread The GOAT ranking of GOAT rankings We need to be discussing a new patch right now! Firefly given lifetime ban by ESIC following match-fixing investigation RSL Season 1 - Final Week
Tourneys
RSL: Revival, a new crowdfunded tournament series FEL Cracov 2025 (July 27) - $8000 live event Sparkling Tuna Cup - Weekly Open Tournament $25,000 Streamerzone StarCraft Pro Series announced WardiTV Mondays
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma
Brood War
General
BW General Discussion A cwal.gg Extension - Easily keep track of anyone ASL20 Preliminary Maps BGH Auto Balance -> http://bghmmr.eu/ Script to open stream directly using middle click
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues Last Minute Live-Report Thread Resource! [BSL20] Non-Korean Championship 4x BSL + 4x China
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Path of Exile CCLP - Command & Conquer League Project Stormgate/Frost Giant Megathread The PlayStation 5 Nintendo Switch Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread The Accidental Video Game Porn Archive Stop Killing Games - European Citizens Initiative
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread Formula 1 Discussion NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Men Take Risks, Women Win Ga…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 507 users

The irony of skill ceiling discussions - Page 5

Forum Index > Legacy of the Void
Post a Reply
Prev 1 2 3 4 5 6 7 Next All
Communism
Profile Joined November 2010
United States176 Posts
September 02 2015 20:28 GMT
#81
You just have to decide whether you want to play jump rope SC2 or possibly develop a much more rich and complex metagame then just :
never miss your macro mechanic == win game (obviously this is a grossly oversimplified statement but it makes a point)
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
Last Edited: 2015-09-02 20:33:35
September 02 2015 20:29 GMT
#82
On September 03 2015 05:24 Communism wrote:
SC2 macro mechanics are like in a game of chess where somebody has to jump rope constantly or else they lose the game (and call out there moves)... so you are the jump rope chess champion of the world... cool story bro... that doesnt mean you are the best CHESS player in the game

We are playing a jump rope chess game though, so nobody gives a damn who the best chess player is.


edit: you want a pure strategy game, which is rather boring tbh (cause there actually are these GTO strategies)
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Bohemond
Profile Joined May 2012
United States163 Posts
Last Edited: 2015-09-02 21:52:19
September 02 2015 21:14 GMT
#83
On September 03 2015 05:21 Communism wrote:
And another thing that I have seen so many people make frankly just incorrect responses about is the fact that the skill ceiling is not infinite and relevant. If you know anything about Game Theory.... it is obvious that this is a relevant concept to this discussion.

*snip*


You are misapplying these concepts. This is about reducing variance. And Checkers and Tic-Tac-Toe have nothing to do with SC2, anymore than they have something to do with MMA or Tennis. There is a huge difference between games with mechanics and games without in terms of how relevant the concepts you mention are. But, since this is a discussion about variance mostly, that doesn't matter anyway. Think about Baseball variance vs. American Football variance (Baseball has vastly higher variance than American Football). Now tell me, what exactly does Nash's Equilibrium have to do with anything? Nothing at all. Here's a section of a post from an excellent thread.

EngrishTeacher:
BW was such that Flash could easily beat me with a mass marine strategy 100 times in a row in TvP because the importance of mechanics was overwhelming. SC2 is the case where I would feel confident beating Flash a few times if I could practice a snipe build X200 to get the early game macro/micro good enough to hit the timing that I need. Finding the right balance is extremely challenging, but vital to the success of the game.


Real-time strategy games like SC2 have multiple components to them. Making the game easier in one area allows good players to have more time and energy to focus on other areas and thus hit the point of diminishing returns of focus in more places at once. Anything that makes any part of the game easier will narrow the gap between good players and increase variance. Most people don't want SC2 to have higher variance. I don't like to see star players get beat by nobodies because of a couple of cheap snipe builds that can't be stopped unless you scout them at exactly the right time and know what's coming. I don't want to see a best of three decided almost entirely by build orders and scouting.

I want to see great play win games. The more attention players have to focus on unit control, by reducing other concerns, the better their unit control will be. Unfortunately, controlling units well is not that hard for a top player in SC2. Players will begin to look more alike in their games, and the variance will increase.

And this is just from the spectating stand point. It will be equally as annoying from a players perspective. When I played League, there was close to no chance of me ever losing in my lane to a player more than 150-200 Elo lower than I was. In SC2 if I can't find that proxy in time, or my reaper dies inches away from scouting their Roach Warren/Baneling nest, there is a good chance a player with much worse mechanics and a much weaker understanding of the game will get an easy win. It makes the game less fun to watch and less fun to pay.

Read some of TheDWF's threads. Learn more. Threads like this pop up every so often on here. I've been reading these forums for 4 years now and I've seen perhaps a dozen. The idea that reducing difficulty in one area won't matter because the 'skill ceiling is too high and blah blah' has been brought up over and over. Usually at some point Game Theory will get brought up. This isn't a new thread, these aren't new ideas, and if you take a step back, read a bit, and try to think about things from a different angle, maybe you'll see where the errors are.

The fact is, there are empirical ways to show you're wrong. I'm sorry if you don't chose to look at them.
Superbanana
Profile Joined May 2014
2369 Posts
September 02 2015 21:40 GMT
#84
I made an analogy similar to the "jump rope chess" as a joke some threads ago. It kinda makes sense.
I like "jump rope chess" tho. If i wanted a strictly strategy game i could play something else. Same for one of those action semi-strategic games that are so common nowdays.

But SC2 is the only classical competitive RTS with a big player base. SC2 is a game about speed, precision and strategy. The strategy part is no big deal, there are tons of games with deeper strategy and a higher skill ceilling strategy-wise. Chess is an example.
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
Excalibur_Z
Profile Joined October 2002
United States12235 Posts
September 02 2015 21:50 GMT
#85
I just had to say that this thread has an amazing title/author name pairing.
Moderator
Communism
Profile Joined November 2010
United States176 Posts
September 02 2015 22:36 GMT
#86
I am not misapplying any concepts....when i made the analogue to game theory obviously i wasn't making a direct comparison because indeed we are playing "jump rope chess", but what I was trying to say is that reducing the difficulty of the jump roping doesn't necessarily mean that it is making the game as a whole easier, it just changes the dynamic of what it takes to be the best.
Communism
Profile Joined November 2010
United States176 Posts
Last Edited: 2015-09-02 22:55:17
September 02 2015 22:48 GMT
#87
And I agree with what you are saying about diminishing returns of focus but it seems like blizzards goal at the same time as reducing the macro mechanics is to increase the returns of focus in other areas besides inject chrono and mules. You do realize that the macro change is not the only thing different from HOTS to LOTV right?
Communism
Profile Joined November 2010
United States176 Posts
September 02 2015 22:56 GMT
#88
And also I would love to see your empirical ways to prove I am wrong
Aron Times
Profile Blog Joined March 2011
United States312 Posts
September 02 2015 23:13 GMT
#89
Guys, the skill floor is not being raised. It is being lowered.

Things that raise the skill floor: No multiple building selection, 12 unit selected maximum, no automine, poor pathfinding.

Things that lower the skill floor: MBS, unlimited unit selection, automine, auto-inject, auto-MULE, permanent chronoboost, etc.

Starcraft is a high skill floor, high skill ceiling game. Not everyone can play Starcraft, and very few of those will reach the top.

Chess and Go/Baduk are low skill floor, high skill ceiling games. Virtually anyone can play these games, but very few will reach the top.
"The drums! The drums! The drums! The neverending drumbeat! Open me, you human fool! Open the light and summon me and receive my majesty!"
Bohemond
Profile Joined May 2012
United States163 Posts
September 02 2015 23:21 GMT
#90
On September 03 2015 07:36 Communism wrote:
I am not misapplying any concepts....when i made the analogue to game theory obviously i wasn't making a direct comparison because indeed we are playing "jump rope chess", but what I was trying to say is that reducing the difficulty of the jump roping doesn't necessarily mean that it is making the game as a whole easier, it just changes the dynamic of what it takes to be the best.


You just said that making the game easier doesn't necessarily make the game easier?

Read the quote in my previous post if you want an example of how silly your position is. Making unit control easier in SC2 relative to BW made the skill gap between someone like Flash and EngrishTeacher closer. The more you take away from the mechanics and the macro, the more focus will be placed on other things. But, by changing the focus of the game more towards microing units that don't benefit much from micro, the closer the skill gap will be between good players. It's all about balancing the various factors.

You can see this in HotS vs. League or DotA, and in SC2 vs. BW.

What makes Maru such an impressive player isn't that he can micro his MMM so well, it's that he can micro his MMM so well and not fall too far behind elsewhere. If you make the elsewhere easier, more players will look like Maru. It's that simple.

Right now the level of variance in SC2 is a little higher than I'd like, but I'm happy with it as a whole. I'd prefer something closer to BW, but that's just me. But the bottom line is, making the game any easier, will have certain, obvious, effects. And those effects will, in my opinion, be negative for reasons I and others have already outlined many times in this thread and others.

Communism
Profile Joined November 2010
United States176 Posts
September 02 2015 23:29 GMT
#91
I think you are misunderstanding my position, and after reading theDWFs thread I understand why. I am not saying that I agree with the route Blizzard is taking as a whole with LOTV to accomplish their goal of making everyone happy. I am saying that in a vacuum, removing the macro mechanics DOESNT have to be a bad thing, because it is POSSIBLE to restructure the game in such a way that it actually becomes a welcome change that benefits the game as whole. (towards decreasing variance and inceasing the players control)

I think that this approach is what Blizzard is TRYING to do. But like everything else they have ever done, they arent going to get it right the first time. Maybe not the second time, maybe not ever. But the point I am trying to make is that THIS SPECIFIC CHANGE does not necessarily have an easily predictable effect when its obvious they are intent on changing so many other things about the game at the same time.
Communism
Profile Joined November 2010
United States176 Posts
September 02 2015 23:32 GMT
#92
An example comes directly out of your last post

The more you take away from the mechanics and the macro, the more focus will be placed on other things. But, by changing the focus of the game more towards microing units that don't benefit much from micro, the closer the skill gap will be between good players. It's all about balancing the various factors.


But what if you made units which benefitted more from micro (or make units benefit more from micro) at the same time? What is the net effect of that change then.
Bohemond
Profile Joined May 2012
United States163 Posts
September 03 2015 00:06 GMT
#93
On September 03 2015 08:32 Communism wrote:
An example comes directly out of your last post

The more you take away from the mechanics and the macro, the more focus will be placed on other things. But, by changing the focus of the game more towards microing units that don't benefit much from micro, the closer the skill gap will be between good players. It's all about balancing the various factors.


But what if you made units which benefitted more from micro (or make units benefit more from micro) at the same time? What is the net effect of that change then.


This is my last reply since this is flying miles over your head.

Blizzard is not going to do anything major to make units benefit more from micro (other than giving them all spells and abilities).
Do you think Blizzard is going to remove unlimited unit selection? Remove/redesign the Thor, the Viking, the Colossus, the Battlecruiser, Corruptors, etc... etc... etc...? The Roach, a mindless, a-move unit, has been in the game since the start, and sure as hell isn't going anywhere.
Are they going to allow flying units to glide slightly so they can attack and move? No, because the engine can't even do it.

Removing macro mechanics would require a massive rework of much of the game's units, build times, and research times. So, what's the solution? Automate everything. What does this do? It makes macro easier, especially for Zerg. And thus will narrow the skill gap between players.
There is no way, other than a total redesign, to make SC2 a game based on micro. Except in a few situations (which also happen to be the game's most popular), like MMM vs. LingBlingMuta, in top level games there just isn't any way to get much more value out of your units by microing them better than your opponent. It is mostly about taking cost-efficient engagements while not slipping on your macro.
Are Life's Roaches more cost efficient than Snutes? What about his Corruptors? If macro is made easier, in a Life vs. Snute match, who benefits? Sure as hell isn't Life.

Your arguments are all over the place, based on a fantasy that the game will be heavily reworked before its looming release date and some guess as to Blizzard's approach. You bring up irrelevant things like Nash's Equilibrium.

Have a nice day.
Naracs_Duc
Profile Joined August 2015
746 Posts
September 03 2015 00:30 GMT
#94
On September 03 2015 05:29 The_Red_Viper wrote:
Show nested quote +
On September 03 2015 05:24 Communism wrote:
SC2 macro mechanics are like in a game of chess where somebody has to jump rope constantly or else they lose the game (and call out there moves)... so you are the jump rope chess champion of the world... cool story bro... that doesnt mean you are the best CHESS player in the game

We are playing a jump rope chess game though, so nobody gives a damn who the best chess player is.


edit: you want a pure strategy game, which is rather boring tbh (cause there actually are these GTO strategies)


In this magical world of "Jump Rope Chess"

Making it harder to jump rope does not make the chess portion deeper.

Conversely

Making it easier to jump rope does not make the chess portion weaker.

Before discussing how to fix the game of "Jump Rope Chess" you have to discuss each part separately from the other so that the people discussing knows what is being talked about.

The LOTV forum has had a lot of stupid long threads that fails to grasp this concept. Everything from the silly econ threads, to the anti-noob DWF thread, etc... People want to make a causative relationship between mechanics and strategy when its stupid to think the two are related in any way apart from difficulty of execution.

As an example: Chess does not become more impressive if each piece weighed 300 kilos to increase mechanical difficulty.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
September 03 2015 00:33 GMT
#95
On September 01 2015 16:15 lichter wrote:
The term "skill ceiling" is the most misused term in all of Starcraft. The functional skill ceiling will never be reached. Never. What people are actually arguing about is the competitive skill floor—the amount of skill necessary to play the game competitively. Reducing mechanical requirements does shift the competitive skill floor, but the gap between that floor and the current average skill level of contenders is still significantly large, while the gap between the floor and ceiling still infinite. Reducing an infinite by 10 is still an infinite. I've explained this countless times, and people still like to invoke the term skill ceiling for their flawed arguments. I am this close to making the misuse of the term a bannable offense. :p

(Unfortunately, I can't actually do that. Probably)


I thought cheese or all-in were the most misused terms in Starcraft? Haha.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Qwyn
Profile Blog Joined December 2010
United States2779 Posts
September 03 2015 00:49 GMT
#96
Well, I can't help but express my disappointment. The removal of macro mechanics clearly illustrate Blizzard's design paradigm in LOTV. And now, in an attempt to justify it, people are arguing that somehow, by removing macro mechanics (the only semblance of BW style base management that SC2 has) players will be able to demonstrate more skill than ever before? I'm sorry, but it's not like the top players of SC2 are just so overwhelmed by macro mechanics that they are unable to demonstrate their skill in the micro/battle micro side of the game. Perhaps...consider whether or not the lack of micro may have more to do with in-game limitations rather than mechanical demands?

Adding a bunch of new fancy abilities to every unit does not suddenly introduce more "micro potential" into the game. The same core problems that have existed for years still exist...they haven't suddenly disappeared because players have "more time to micro" now.

It has everything to do with design philosophy. So many people here are calling macro mechanics "mindless, boring, painful..." without considering at all the dynamics they introduce to the game. The result? They're removed (or worse, automated) and another skill gradient is axed out of the game.

LOTV is all fresh and new. No one has any idea what's going on...1 base builds are returning...this is all well and good. But it's not this honeymoon phase people should be worried about. Ask yourself...how will the game feel when the meta is figured out and the game stops shifting so rapidly? Everyone was enthralled with SC2 when it came out. The meta was shifting left and right. But then it began to stale...

How does the core tempo of the game feel? What does the mechanical baseline feel like for the average master level player? These are the players you want to entertain. Does he/she feel like there is a lot left to improve mechanically? Or is there a obvious plateau?

Communism, your talk about an APM limit is ridiculous. SC2 has never even come close to stressing any sort of APM limit. Professional players with powerhouse mechanics in Brood War do twice as much as players do in SC2 and they have no problem exhibiting incredible micro/multitasking.

Go watch an old Jaedong FPVOD from 2009 and then watch some of his FPV in SC2. My concern has much less to do with any sort of "mechanical limit" and more to do with how the design of the game limits a player like Jaedong from utilizing his full potential. This is what people should be concerned about in LOTV - does the game enable players to exert themselves mechanically and achieve an even greater potential? Or does it homogenize and weaken aspects of mechanical play? What is lost, and what is gained?

Micro is only one mechanical aspect of the game. Think about the whole.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
PinheadXXXXXX
Profile Joined February 2012
United States897 Posts
September 03 2015 01:09 GMT
#97
On September 03 2015 09:30 Naracs_Duc wrote:
Show nested quote +
On September 03 2015 05:29 The_Red_Viper wrote:
On September 03 2015 05:24 Communism wrote:
SC2 macro mechanics are like in a game of chess where somebody has to jump rope constantly or else they lose the game (and call out there moves)... so you are the jump rope chess champion of the world... cool story bro... that doesnt mean you are the best CHESS player in the game

We are playing a jump rope chess game though, so nobody gives a damn who the best chess player is.


edit: you want a pure strategy game, which is rather boring tbh (cause there actually are these GTO strategies)


In this magical world of "Jump Rope Chess"

Making it harder to jump rope does not make the chess portion deeper.

Conversely

Making it easier to jump rope does not make the chess portion weaker.

Before discussing how to fix the game of "Jump Rope Chess" you have to discuss each part separately from the other so that the people discussing knows what is being talked about.

The LOTV forum has had a lot of stupid long threads that fails to grasp this concept. Everything from the silly econ threads, to the anti-noob DWF thread, etc... People want to make a causative relationship between mechanics and strategy when its stupid to think the two are related in any way apart from difficulty of execution.

As an example: Chess does not become more impressive if each piece weighed 300 kilos to increase mechanical difficulty.

You talk about people failing to grasp this concept but there are things you are forgetting. Pretending starcraft is jump-rope chess is silly because what many of us are afraid of is that the strategic part of the game won't live up to expectations. Think about matchups that are generally less dependent on mechanics (which I'll define as macro, micro, and build execution), such as TvT or PvP. Ideally we'd get something like older TvT but I don't think most people would say that TvT and PvP right now are great matchups--there's a lot of build order advantages and luckier plays than other matchups. There's a diminishing return on strategic play in TvT and PvP and the skill ceiling isn't that high. Perhaps the importance of mechanics in other matchups (I'll use TvZ as an example) makes us look past this, but if mechanics in TvZ mattered less, most of the games would be decided on coinflips over whether the Terran went 2base starport or 3OC and the zerg went for aggression, 2base muta, or 3hatch macro play. TvZ is largely a mechanical matchup with a few exceptions (see any of Taeja's games ever.) If mechanics were erased from TvZ it might become absurdly awful.

You talk about mechanics and strategy and claim that they are separate. Strategy is enabled and supported and revolves around mechanics to such a high degree I don't know how you can think this. Furthermore, you discount the skill involved in allocating attention and actions in starcraft between mechanics and positioning/army movement/attacks. Also, your chess with heavy pieces analogy is silly and wrong. You say that chess with 300 pound pieces wouldn't be any more impressive than chess currently. But that's silly and almost certainly wrong--a game played exclusively by people who are both very athletic and smart is more impressive than a game that requires people to just be smart. It demands more. Having moving the pieces be easy to do doesn't raise the skill ceiling; if anything, all it does is enable people with 1-dimensional skills to excel.
Taeja the one true Byunjwa~
Big J
Profile Joined March 2011
Austria16289 Posts
September 03 2015 01:19 GMT
#98
As much as I dislike certain LotV features, I'm glad that blizzard is finally getting back to the "fuck what you want, we make the game we like"-attitude that made them great. They let them get bullied too much on SC2 up to now, and I hope it's not too late...
They seriously need to try and rebrand the game as LotV and try not to emphasize the "SC2" part of it that has shooed away millions of (potential) players in 2010-11.
Communism
Profile Joined November 2010
United States176 Posts
September 03 2015 01:57 GMT
#99
On September 03 2015 08:21 Bohemond wrote:
Show nested quote +
On September 03 2015 07:36 Communism wrote:
I am not misapplying any concepts....when i made the analogue to game theory obviously i wasn't making a direct comparison because indeed we are playing "jump rope chess", but what I was trying to say is that reducing the difficulty of the jump roping doesn't necessarily mean that it is making the game as a whole easier, it just changes the dynamic of what it takes to be the best.


You just said that making the game easier doesn't necessarily make the game easier?

Read the quote in my previous post if you want an example of how silly your position is. Making unit control easier in SC2 relative to BW made the skill gap between someone like Flash and EngrishTeacher closer. The more you take away from the mechanics and the macro, the more focus will be placed on other things. But, by changing the focus of the game more towards microing units that don't benefit much from micro, the closer the skill gap will be between good players. It's all about balancing the various factors.

You can see this in HotS vs. League or DotA, and in SC2 vs. BW.

What makes Maru such an impressive player isn't that he can micro his MMM so well, it's that he can micro his MMM so well and not fall too far behind elsewhere. If you make the elsewhere easier, more players will look like Maru. It's that simple.

Right now the level of variance in SC2 is a little higher than I'd like, but I'm happy with it as a whole. I'd prefer something closer to BW, but that's just me. But the bottom line is, making the game any easier, will have certain, obvious, effects. And those effects will, in my opinion, be negative for reasons I and others have already outlined many times in this thread and others.





All you have done in every single one of your posts is rehash the same muddled understanding of other peoples posts on this site over and over, with the same resounding conclusion.... that "what im saying is wrong" when I don't even think that you know "what" that is. Then you say elitist BS like "this is going miles above you" and "this is my last post on this thread" which the reason why is obvious. Because you don't actually have anything of substance to say besides this statement; "whatever is the opposite of everything that you say is true".

Me bringing up GTO and Nash Equilibrium was not irrelevant, the only reason that I did it was to qualify the description of APM that followed. There is a GTO solution to SC2 just like checkers, except it also obvoiusly involves physical mechanics as well. (for example if you were to program a computer to do absolutely everything in the game perfectly) I was just trying to introduce the concept of your actions contributing towards your "skill" like in the graphs that Big J put up in his post immediately before that one. The "skill ceiling" of any game is the GTO strategy, which is obviously the point on his graphs that goes out to infinity in these cases.

I know you have been "reading these forums for 4 years" (just like me and everyone else) and you have had plenty of time to halfway read through information and form your own twisted viewpoints, but if you actually read theDHF's really good thread on LOTV... what I am saying is basically right in line with his post.

I'm going to outline this in all caps so that hopefully even you can understand it.

I AM NOT SAYING THAT BLIZZARD IS GOING TO FIX LOTV AND THAT EVERYTHING WILL BE FIXED!

im going to repeat that one more time just to prevent you from mis interpreting it

I AM NOT SAYING THAT BLIZZARD IS GOING TO FIX LOTV AND THAT EVERYTHING WILL BE FIXED!

What I am saying is that (as theDHF stated in his thread) sorry everyone else for caps again but i think it is needed

REMOVING MACRO MECHANICS BY ITSELF IS NOT DEFINITELY GOING TO BE A BAD THING BECAUSE THEY WERE A BAD IDEA FROM THE START

SO with this possibly being SC2 last hurrah, I am at least hopeful that Blizzard recognizes the need for major change, and is trying (albeit misguidedly) to do something about it.

Doing something > Doing nothing
HewTheTitan
Profile Joined February 2015
Canada331 Posts
September 03 2015 03:00 GMT
#100
I think people talk about skill ceiling when they mean "ability to differentiate themselves from worse players." The ceiling is mostly just to make sure that still happens in pro matches.

Does that sound right?

...also trying to decide if "ironic" was used correctly or not... I think so in this case. gg wp
Prev 1 2 3 4 5 6 7 Next All
Please log in or register to reply.
Live Events Refresh
The PiG Daily
22:50
Best Games of SC
Clem vs ByuN
SHIN vs GuMiho
PiGStarcraft515
LiquipediaDiscussion
SC Evo Complete
22:00
Enki Epic Ser. Taeja vs soO EN
davetesta61
Liquipedia
OSC
20:00
Mid Season Playoffs
Spirit vs GeraldLIVE!
Solar vs ShoWTimE
SteadfastSC168
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft515
Nina 193
SteadfastSC 168
Vindicta 39
StarCraft: Brood War
Aegong 42
NaDa 25
Icarus 3
Stormgate
NightEnD2
Dota 2
monkeys_forever781
canceldota171
NeuroSwarm133
League of Legends
JimRising 774
febbydoto20
Super Smash Bros
hungrybox483
AZ_Axe87
Heroes of the Storm
Khaldor151
Other Games
summit1g9499
fl0m421
C9.Mang0215
ViBE144
Trikslyr72
Organizations
Other Games
gamesdonequick42745
BasetradeTV34
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Berry_CruncH82
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Azhi_Dahaki15
• Pr0nogo 3
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1991
Other Games
• Scarra1023
Upcoming Events
RSL Revival
9h 1m
SHIN vs Clem
Cure vs TBD
FEL
11h 1m
FEL
15h 1m
Gerald vs PAPI
Spirit vs ArT
CSO Cup
15h 1m
BSL20 Non-Korean Champi…
17h 1m
Bonyth vs QiaoGege
Dewalt vs Fengzi
Hawk vs Zhanhun
Sziky vs Mihu
Mihu vs QiaoGege
Zhanhun vs Sziky
Fengzi vs Hawk
DaveTesta Events
17h 1m
Sparkling Tuna Cup
1d 9h
RSL Revival
1d 9h
Classic vs TBD
FEL
1d 14h
BSL20 Non-Korean Champi…
1d 17h
Bonyth vs Dewalt
QiaoGege vs Dewalt
Hawk vs Bonyth
Sziky vs Fengzi
Mihu vs Zhanhun
QiaoGege vs Zhanhun
Fengzi vs Mihu
[ Show More ]
Wardi Open
2 days
Replay Cast
3 days
WardiTV European League
3 days
PiGosaur Monday
3 days
uThermal 2v2 Circuit
4 days
Replay Cast
4 days
The PondCast
5 days
Replay Cast
5 days
Epic.LAN
6 days
Liquipedia Results

Completed

KCM Race Survival 2025 Season 2
HSC XXVII
NC Random Cup

Ongoing

JPL Season 2
BSL 2v2 Season 3
Acropolis #3
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Jiahua Invitational
2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters

Upcoming

CSL Xiamen Invitational
CSL Xiamen Invitational: ShowMatche
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
Underdog Cup #2
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.