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The irony of skill ceiling discussions - Page 7

Forum Index > Legacy of the Void
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Bohemond
Profile Joined May 2012
United States163 Posts
September 03 2015 20:51 GMT
#121
On September 04 2015 05:26 Naracs_Duc wrote:
Show nested quote +
On September 04 2015 03:27 Bohemond wrote:
On September 04 2015 03:00 Excalibur_Z wrote:
On September 03 2015 18:12 Bohemond wrote:
On September 03 2015 18:06 KeksX wrote:
Stop saying "the engine can't do it" - can the engine move units? It can, and therefore it can move units while they're attacking. (simple implemenation: when a unit starts attacking, continue to move it towards it's previous direction for a short amount of time with a decreasing velocity - done)
It's a matter of Blizzard wanting to implement this and not a matter of "the engine can't do it".

And even if the engine couldn't do, which should be only the cases with really fundamental stuff, it it doesn't take 200 engineers to change it.


Overkill protection, moving shot and all those other things aren't impossible to implement. Blizzard just doesn't want to do it.


Overkill protection is in the game.

As I understand from reading about the development/watching videos about it, they wanted to have moving shot, and scrapped the idea due to technical difficulties. The SC2 engine is actually quite limited it seems. The reason why Blizzard won't do skins or raise supply cap/lower supply costs on units is because of the engine not being able to handle it.



There is no such thing as overkill protection. What you perceive to be overkill protection is actually a combination of the engine being more diligent about target acquisition and instant-travel weapons actually landing instantly. In BW, you could have situations where a Siege Tank, which supposedly has an "instant" weapon via firing a projectile of allegedly infinite speed, could miss its target if the target were lifted into a transport. The weapon cooldown triggers, which means the attack was fully executed, but the shot does no damage. That's because there is a slight delay between the time where a target is acquired, when the attack launches, when the projectile lands, and when the damage happens. Those are all, at minimum, 4 separate frames on a 30 fps game. SC2 runs at a higher framerate, which means it can run these checks twice as frequently, and it rolls together the target acquisition and firing frames and the damage and projectile-connection frames. It may even roll together those last two pairings so everything happens on the same frame, I don't know.

Moving shot is also entirely possible and has been done by fans in the Galaxy Editor simply by changing attack point and deceleration values. It was a design decision to make Phoenixes the way they are because moving shot is a weird arcane thing that's functionally the same as stutter-stepping only harder for an average user to identify and appreciate, and they were principally concerned with spectator value.

The skins/supply cap/supply costs thing is just completely wrong and nonsensical.


There is overkill protection, how it's programmed isn't really relevant. Whether it's intentional isn't relevant either. Its effect on gameplay is tangible.

I read that Blizz was going to have moving shot in SC2 but had trouble implementing it. I don't know if it's true or not, maybe they're just lazy, which is pretty likely I'll grant. As for the whole invisible micro crap and spectator value. I think it's obvious how well that worked in the long run. With all the spectators SC2 has these days, ya know?

The skins/supply cap is something that Blizzard has actually said. So, they're lying?

Are far as Phoenixes are concerned. They have horrible interaction with pretty much everything in the air, especially Mutas.

This is a stupid discussion.


If Phoenixes look stupid doing moving shot--then why argue for bringing back moving shot that requires more clicks?


What the hell are you talking about? I didn't say anything pertaining to the aesthetic appeal of Phoenixes. I said they interact poorly with other units.
Discussing whether or not Blizzard employees lie in their posts is what I was calling stupid.
Wrath
Profile Blog Joined July 2014
3175 Posts
September 03 2015 21:29 GMT
#122
On September 04 2015 03:27 Bohemond wrote:
Show nested quote +
On September 04 2015 03:00 Excalibur_Z wrote:
On September 03 2015 18:12 Bohemond wrote:
On September 03 2015 18:06 KeksX wrote:
Stop saying "the engine can't do it" - can the engine move units? It can, and therefore it can move units while they're attacking. (simple implemenation: when a unit starts attacking, continue to move it towards it's previous direction for a short amount of time with a decreasing velocity - done)
It's a matter of Blizzard wanting to implement this and not a matter of "the engine can't do it".

And even if the engine couldn't do, which should be only the cases with really fundamental stuff, it it doesn't take 200 engineers to change it.


Overkill protection, moving shot and all those other things aren't impossible to implement. Blizzard just doesn't want to do it.


Overkill protection is in the game.

As I understand from reading about the development/watching videos about it, they wanted to have moving shot, and scrapped the idea due to technical difficulties. The SC2 engine is actually quite limited it seems. The reason why Blizzard won't do skins or raise supply cap/lower supply costs on units is because of the engine not being able to handle it.



There is no such thing as overkill protection. What you perceive to be overkill protection is actually a combination of the engine being more diligent about target acquisition and instant-travel weapons actually landing instantly. In BW, you could have situations where a Siege Tank, which supposedly has an "instant" weapon via firing a projectile of allegedly infinite speed, could miss its target if the target were lifted into a transport. The weapon cooldown triggers, which means the attack was fully executed, but the shot does no damage. That's because there is a slight delay between the time where a target is acquired, when the attack launches, when the projectile lands, and when the damage happens. Those are all, at minimum, 4 separate frames on a 30 fps game. SC2 runs at a higher framerate, which means it can run these checks twice as frequently, and it rolls together the target acquisition and firing frames and the damage and projectile-connection frames. It may even roll together those last two pairings so everything happens on the same frame, I don't know.

Moving shot is also entirely possible and has been done by fans in the Galaxy Editor simply by changing attack point and deceleration values. It was a design decision to make Phoenixes the way they are because moving shot is a weird arcane thing that's functionally the same as stutter-stepping only harder for an average user to identify and appreciate, and they were principally concerned with spectator value.

The skins/supply cap/supply costs thing is just completely wrong and nonsensical.


There is overkill protection, how it's programmed isn't really relevant. Whether it's intentional isn't relevant either. Its effect on gameplay is tangible.

I read that Blizz was going to have moving shot in SC2 but had trouble implementing it. I don't know if it's true or not, maybe they're just lazy, which is pretty likely I'll grant. As for the whole invisible micro crap and spectator value. I think it's obvious how well that worked in the long run. With all the spectators SC2 has these days, ya know?

The skins/supply cap is something that Blizzard has actually said. So, they're lying?

Are far as Phoenixes are concerned. They have horrible interaction with pretty much everything in the air, especially Mutas.

This is a stupid discussion.


Not only that but Blizzard did lie multiple times about the moving shot.

First lie was that it is hard to understand by viewers which was obvious as fuck that it was more obvious than the spam clicks and go yolo with units like disruptors. The next time after the community feedback started they said that the reason is trying having 0 damage point on all air units will leave huge impact on the game and they can't afford that. At that time we were like 3 months left with time to do big testing. Lately Blizzard comes and say we have 1 month to do big changes and the last few months to polish everything up, so they come and say "hey lets see how the game with no macro mechanincs". So either Blizzard does really think that 0 damage point test on air units will leave great impact that 3 months won't be enough but removing macro mechanics for 2 weeks and return them with different tune in other 2 weeks can be afford. Or Blizzard is lying again and for some unknown reason they just want to test the 0 damage point.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
September 03 2015 21:50 GMT
#123
I'm confused--are we still on skill ceiling discussion or are some folks trying to derail this discussion with snipes against blizzard employees?
Hark, what baseball through yonder window breaks?
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
Last Edited: 2015-09-03 21:53:22
September 03 2015 21:52 GMT
#124
Moving shot is also entirely possible and has been done by fans in the Galaxy Editor simply by changing attack point and deceleration values.


No it's not entirely possible. It required a huge workaround and alot up follow up big fixes by the Starbow team to "fix" that. The problem is that the engine is bugged in HOTS, however, Blizzard has fixed this in LOTV.

Damage point and deacceleration fixes doesn't create a proper moving shot as we saw in BW: Deacceeration is in fact useless.

Damage point of 0 is on the other hand a very good start, but not enough.
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