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United Kingdom20285 Posts
On September 12 2015 11:10 nottapro wrote: Remove inject, mules and chrono completely. Re-balance and don't look back.

I enjoy WOL-HOTS chrono but it causes imbalance and it's not worth the mess of larvae injects giving 60% of a zergs larvae or mules existing.
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Fiddler's Green42661 Posts
On September 12 2015 11:10 nottapro wrote: Remove inject, mules and chrono completely. Re-balance and don't look back.
It would have to be a redesign, not rebalance.
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On September 12 2015 11:51 stuchiu wrote:Show nested quote +On September 12 2015 11:10 nottapro wrote: Remove inject, mules and chrono completely. Re-balance and don't look back. It would have to be a redesign, not rebalance.
I think he meant to remove them and then balance around that
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Fiddler's Green42661 Posts
On September 12 2015 11:53 Lexender wrote:Show nested quote +On September 12 2015 11:51 stuchiu wrote:On September 12 2015 11:10 nottapro wrote: Remove inject, mules and chrono completely. Re-balance and don't look back. It would have to be a redesign, not rebalance. I think he meant to remove them and then balance around that
you'd have to change the very fundamentals of each unit from the ling up.
It's not just changing numbers, its changing all unit interactions.
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On September 12 2015 09:46 Blackfeather wrote:Show nested quote +On September 12 2015 06:09 mishimaBeef wrote: Kind of a catch-22 isn't it.
You can't predict exactly how initial design decisions will play out in an established e-sports scene.
You can't change design after the e-sports scene establishes itself around the initial design decisions.
¯\_(-_-)_/¯ Tbh you just have to gather experience and then sh*t on the pro-scene. Every major change is going to make some people's earnings from the game null, but the game dying because of design decisions that was made at the start and that is clearly bad is going to kill everybody's income from the game. Dota 2 is a good example, it kills it's meta about once per year. Show nested quote +On September 12 2015 09:27 ZenithM wrote: The only thing I didn't like about the new macro mechanics was Zerg auto-injects, and they managed to figure out something worse, queuable injects, hahaha. Really don't know what to think anymore. Either keep the HotS system, or just remove everything completely, I wouldn't go for half measures. Not sure how serious that post was, first you say that you liked most of the changes, then you say that they should take all those changes back because you didnt like two of them? I like auto-cast (or an aura) way more than queue as well though, bc queue still requires you to pay attention or have some drawbacks (more queens/hatch). The whole "people have acquired a skill that we arent using if we take the mechanics out"-talk is really unbased. Who cares if people acquired a dog-training-skill, people in two or three years will be thankful not to have to learn this, but instead will be able to concentrate on things that should be more important, like the actual battlefield f.e..
I wish more people were using Dota 2 as an inspiration. The baldness with which IceFrog has been redesigning his game in the past few years is amazing.
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Fiddler's Green42661 Posts
On September 12 2015 12:08 CptMarvel wrote:Show nested quote +On September 12 2015 09:46 Blackfeather wrote:On September 12 2015 06:09 mishimaBeef wrote: Kind of a catch-22 isn't it.
You can't predict exactly how initial design decisions will play out in an established e-sports scene.
You can't change design after the e-sports scene establishes itself around the initial design decisions.
¯\_(-_-)_/¯ Tbh you just have to gather experience and then sh*t on the pro-scene. Every major change is going to make some people's earnings from the game null, but the game dying because of design decisions that was made at the start and that is clearly bad is going to kill everybody's income from the game. Dota 2 is a good example, it kills it's meta about once per year. On September 12 2015 09:27 ZenithM wrote: The only thing I didn't like about the new macro mechanics was Zerg auto-injects, and they managed to figure out something worse, queuable injects, hahaha. Really don't know what to think anymore. Either keep the HotS system, or just remove everything completely, I wouldn't go for half measures. Not sure how serious that post was, first you say that you liked most of the changes, then you say that they should take all those changes back because you didnt like two of them? I like auto-cast (or an aura) way more than queue as well though, bc queue still requires you to pay attention or have some drawbacks (more queens/hatch). The whole "people have acquired a skill that we arent using if we take the mechanics out"-talk is really unbased. Who cares if people acquired a dog-training-skill, people in two or three years will be thankful not to have to learn this, but instead will be able to concentrate on things that should be more important, like the actual battlefield f.e.. I wish more people were using Dota 2 as an inspiration. The baldness with which IceFrog has been redesigning his game in the past few years is amazing.
Icefrog is unique among designers and balancers. He's had an entire team with him since he took over for Dota1 a decade ago. He has a complete vision of what he wants Dota to be and knows what he wants it to be.
There is no one even comparable to him and what he brings to his game in any esport except Ono for street fighter
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On September 12 2015 11:56 stuchiu wrote:Show nested quote +On September 12 2015 11:53 Lexender wrote:On September 12 2015 11:51 stuchiu wrote:On September 12 2015 11:10 nottapro wrote: Remove inject, mules and chrono completely. Re-balance and don't look back. It would have to be a redesign, not rebalance. I think he meant to remove them and then balance around that you'd have to change the very fundamentals of each unit from the ling up. It's not just changing numbers, its changing all unit interactions. Can you give the basis of why you think that or is "complete redesign" just the safer thing to say in this case? I don't really see why it would break the game so much that you couldn't fix it with some number changes.
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I really like the suggested spawn larva change. It should make everyone happy:
1. It makes zerg macro more forgiving for newer players who can't inject well yet.
2. It rewards players who can inject well.
3. In the late game where there is more going on and injects are more likely to be missed, it helps zerg macro still be equal in difficulty to the other races (as opposed to more demanding). However, as in #2, players who inject better will still be rewarded all game long.
4. It makes spawn larva more equal in terms of forgiveness to the other races. Sure, zergs will still lose some games from missing an inject. But now there would be a way to recover that lost larva, similar to how terrans can drop multiple mules and protoss' can chrono multiple things simultaneously or in succession if they forget. The way HotS is, I don't think anyone would argue against the fact that spawn larva is significantly less forgiving then any of the other race's macro mechanics.
I was pretty distraught when I first heard about autocast spawn larva. This seems like a significantly better idea, IMO :-).
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The new chrono is worse than the old one, because it doesn't speed up unit production, only probe production and tech.
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Fiddler's Green42661 Posts
On September 12 2015 13:43 ZenithM wrote:Show nested quote +On September 12 2015 11:56 stuchiu wrote:On September 12 2015 11:53 Lexender wrote:On September 12 2015 11:51 stuchiu wrote:On September 12 2015 11:10 nottapro wrote: Remove inject, mules and chrono completely. Re-balance and don't look back. It would have to be a redesign, not rebalance. I think he meant to remove them and then balance around that you'd have to change the very fundamentals of each unit from the ling up. It's not just changing numbers, its changing all unit interactions. Can you give the basis of why you think that or is "complete redesign" just the safer thing to say in this case? I don't really see why it would break the game so much that you couldn't fix it with some number changes.
Starting off with the basics:
Mules give the bonus income needed to make large amounts of bio early on which is why bio has been viable vs both Zerg and Protoss. Remove that and you dont get the mineral boost you need to create the same amount of marines needed to get the same type of uni interactions of previous games.
So if you still want Bio to be viable you'd need to redesign how the unit interactions work, the range, hp cost, how many marines are needed to take out a ling/zealot/stalker/adept, etc.
Same thing with inject. Instead of being constrained by minerals however, it is constrained by larvae. Lings/Bling play vs Terran or Protoss is based on flooding the field with weaker more mobile units that can overwhelm T/P. If inject is removed you essentially cut that dynamic making all ling/bling useless. For an example, in LotV I was constantly beating adept all-ins with just mass ling/bling pre macro-mechanic removal. Post macro-mechanic removal, I ended up with half the units and was constantly being beaten by losing to just adept pressure builds.
So the first question you have to ask is, is Bio play or ling/bling play something that is important to the identity of Starcraft.
If yes, then move on to part 2.
Then secondly you have to ask how do you just balance the numbers to retain some kind of similar dynamic. Are you going to just buff the hp, range and dps so that they are useful again in place of the fact you cant make a large amount of bio? If you do that, it still doesnt retain the identity of mass drops, multitask, aggression players like Gumiho or Maru as you just cant do it with less units.
And then you run into problems of them being too strong vs Mech in TvT, Zerg roach/ravager/ling/bling in TvZ or perhaps too strong in TvP. You're going to do what buff the other units then too? You do that and you can start creating even more problems in other matchups without fixing the core problems of the first matchup and at best you just end up back at square one.
The exact same thing applies to Zerg as you'd need to buff the zergling to make it cost effective to make it worth the time for a Zerg to actually use the unit. The ling becomes too strong just so it can deal with adepts, itll shred both mech and bio. And then you go into the constant changing flux of having to balance/design every unit and unit interaction.
In terms of pure number, a person might think making a marine as strong as 4 marines would mean it would therefore be the same. It isnt. It doesnt take into account the increments of what you can do in multiple units, the positioning in time possible and how the flexibility of not having a lot of small scale units can have on a game or battle.
Finally, a lot of ppl keep bringing p the argument, oh just change the numbers and it'll all work out. But no one has actually come forward with any numbers because it isnt a simple thing to do where you just keep plugging it in and seeing if it works out. There are too many minute details to take into account when making changes like this from unit interactions, economy, strategy, tactics, unit compositions, amount of units, map, game length, game speed, game tempo, etc.
It is all connected. Everything a player does in SC2 has repercussions on every other aspect of the game, unlike a gun in CS, or a hero/item in LoL/Dota2.
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On September 12 2015 14:36 stuchiu wrote:Show nested quote +On September 12 2015 13:43 ZenithM wrote:On September 12 2015 11:56 stuchiu wrote:On September 12 2015 11:53 Lexender wrote:On September 12 2015 11:51 stuchiu wrote:On September 12 2015 11:10 nottapro wrote: Remove inject, mules and chrono completely. Re-balance and don't look back. It would have to be a redesign, not rebalance. I think he meant to remove them and then balance around that you'd have to change the very fundamentals of each unit from the ling up. It's not just changing numbers, its changing all unit interactions. Can you give the basis of why you think that or is "complete redesign" just the safer thing to say in this case? I don't really see why it would break the game so much that you couldn't fix it with some number changes. Starting off with the basics: Mules give the bonus income needed to make large amounts of bio early on which is why bio has been viable vs both Zerg and Protoss. Remove that and you dont get the mineral boost you need to create the same amount of marines needed to get the same type of uni interactions of previous games. So if you still want Bio to be viable you'd need to redesign how the unit interactions work, the range, hp cost, how many marines are needed to take out a ling/zealot/stalker/adept, etc. Same thing with inject. Instead of being constrained by minerals however, it is constrained by larvae. Lings/Bling play vs Terran or Protoss is based on flooding the field with weaker more mobile units that can overwhelm Terran.
Excuse me for selectively quoting, but it sounds like they cancel each other out pretty well ^^
You can't make as many marines, and you can't make as many lings/banelings. Balance!
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United Kingdom20285 Posts
On September 12 2015 14:16 CheddarToss wrote: The new chrono is worse than the old one, because it doesn't speed up unit production, only probe production and tech.
It speeds up unit production too, it just hardly affects it. Four seconds off a 27 second adept
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On September 12 2015 15:20 Cyro wrote:Show nested quote +On September 12 2015 14:16 CheddarToss wrote: The new chrono is worse than the old one, because it doesn't speed up unit production, only probe production and tech. It speeds up unit production too, it just hardly affects it. Four seconds off a 27 second adept Well it does a bit in the early game, when you have a very low number of gates. But it isn't as useful all game long as the old chrono was, where you could bank energy and chrono a lot of gates. In mid game, with ~3 nexi on average, you can only chrono 3 gates now and chances are that you will have around 8 gates.
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United Kingdom20285 Posts
8 is on the low side for ~65 probe economy :D
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On September 12 2015 15:37 Cyro wrote: 8 is on the low side for ~65 probe economy :D Yes, for gate heavy builds, but protoss players seem to integrate a lot of additional tech into their builds in LotV. For example it isn't unusual to see 3 stargates vs zerg. In any case, the new chrono doesn't offer the same level of flexibility the old one does.
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Fiddler's Green42661 Posts
On September 12 2015 15:01 a_flayer wrote:Show nested quote +On September 12 2015 14:36 stuchiu wrote:On September 12 2015 13:43 ZenithM wrote:On September 12 2015 11:56 stuchiu wrote:On September 12 2015 11:53 Lexender wrote:On September 12 2015 11:51 stuchiu wrote:On September 12 2015 11:10 nottapro wrote: Remove inject, mules and chrono completely. Re-balance and don't look back. It would have to be a redesign, not rebalance. I think he meant to remove them and then balance around that you'd have to change the very fundamentals of each unit from the ling up. It's not just changing numbers, its changing all unit interactions. Can you give the basis of why you think that or is "complete redesign" just the safer thing to say in this case? I don't really see why it would break the game so much that you couldn't fix it with some number changes. Starting off with the basics: Mules give the bonus income needed to make large amounts of bio early on which is why bio has been viable vs both Zerg and Protoss. Remove that and you dont get the mineral boost you need to create the same amount of marines needed to get the same type of uni interactions of previous games. So if you still want Bio to be viable you'd need to redesign how the unit interactions work, the range, hp cost, how many marines are needed to take out a ling/zealot/stalker/adept, etc. Same thing with inject. Instead of being constrained by minerals however, it is constrained by larvae. Lings/Bling play vs Terran or Protoss is based on flooding the field with weaker more mobile units that can overwhelm Terran. Excuse me for selectively quoting, but it sounds like they cancel each other out pretty well ^^ You can't make as many marines, and you can't make as many lings/banelings. Balance!
There are three races/six matchups to think about and I talk about this problem in the exact same post
Its also not about balance, its about design. Why would you go for marines when your other units are most cost effective, why go for lings if your other units are cost effective.
If you arent thinking holistically about the entire problem and how one change effects the entire game, then whats the point?
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I thought the whole point was just to dampen the effect of macro mechanics to slow down the pace of the game a bit? Just lower the larva count of inject / income of a mule / time chrono lasts by 33%-50%...
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On September 12 2015 14:36 stuchiu wrote: Starting off with the basics:
Mules give the bonus income needed to make large amounts of bio early on which is why bio has been viable vs both Zerg and Protoss. Remove that and you dont get the mineral boost you need to create the same amount of marines needed to get the same type of uni interactions of previous games.
So if you still want Bio to be viable you'd need to redesign how the unit interactions work, the range, hp cost, how many marines are needed to take out a ling/zealot/stalker/adept, etc.
Same thing with inject. Instead of being constrained by minerals however, it is constrained by larvae. Lings/Bling play vs Terran or Protoss is based on flooding the field with weaker more mobile units that can overwhelm T/P. If inject is removed you essentially cut that dynamic making all ling/bling useless. For an example, in LotV I was constantly beating adept all-ins with just mass ling/bling pre macro-mechanic removal. Post macro-mechanic removal, I ended up with half the units and was constantly being beaten by losing to just adept pressure builds.
So the first question you have to ask is, is Bio play or ling/bling play something that is important to the identity of Starcraft.
If yes, then move on to part 2.
Then secondly you have to ask how do you just balance the numbers to retain some kind of similar dynamic. Are you going to just buff the hp, range and dps so that they are useful again in place of the fact you cant make a large amount of bio? If you do that, it still doesnt retain the identity of mass drops, multitask, aggression players like Gumiho or Maru as you just cant do it with less units.
And then you run into problems of them being too strong vs Mech in TvT, Zerg roach/ravager/ling/bling in TvZ or perhaps too strong in TvP. You're going to do what buff the other units then too? You do that and you can start creating even more problems in other matchups without fixing the core problems of the first matchup and at best you just end up back at square one.
The exact same thing applies to Zerg as you'd need to buff the zergling to make it cost effective to make it worth the time for a Zerg to actually use the unit. The ling becomes too strong just so it can deal with adepts, itll shred both mech and bio. And then you go into the constant changing flux of having to balance/design every unit and unit interaction.
In terms of pure number, a person might think making a marine as strong as 4 marines would mean it would therefore be the same. It isnt. It doesnt take into account the increments of what you can do in multiple units, the positioning in time possible and how the flexibility of not having a lot of small scale units can have on a game or battle.
Finally, a lot of ppl keep bringing p the argument, oh just change the numbers and it'll all work out. But no one has actually come forward with any numbers because it isnt a simple thing to do where you just keep plugging it in and seeing if it works out. There are too many minute details to take into account when making changes like this from unit interactions, economy, strategy, tactics, unit compositions, amount of units, map, game length, game speed, game tempo, etc.
It is all connected. Everything a player does in SC2 has repercussions on every other aspect of the game, unlike a gun in CS, or a hero/item in LoL/Dota2.
Well for most people who play sc2, the definition of bio being viable is can i produce pure MMMM and win!?!?!? Which is exactly why the mechanics were reverted back to normal. Terran QQ'd all day and apparently blizzard couldn't handle it.
You wrote this big post to make everything sound so damn complicated(with perfect micro, 2 marines beat 1 zealot all day every day... its melee vs ranged). Left the same my bio army will still kill the same protoss army, I just need to be more efficient because I can't produce as much as I used to, BUT NEITHER CAN THE PROTOSS!(easy to balance if its an issue). Even though many sc2 fans hate it, look to broodwar. Bio was viable in tvz due to the vessel and the same could be done for sc2. In sc2 Tanks can handle lurkers. Liberators, mines, and thors are all in the game for some reason to deal with mutas. And vikings smash corruptors.
I could go through this for each race and give you specific numbers if that is what you want. I'm not saying my numbers would be perfect, but it is no where near as hard as you make it out to be. Tweaking unit numbers is much easier than doing whatever the hell they are doing with macro mechanics and then balancing everything from there.
The only part that I was happy when reading was the section about maps. I truly hope blizzard follows through and we no longer have free 3 bases on every single map until the end of time.
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Close to release and they havent a clue what to do, band aid fixes for a flawed design which we all knew from the start. Warp gate, mules, injects, force fields etc.
Sc2 is paying a price for a design team, which put gimmicks ahead of core game play from the start. They may as well leave in the the 3 macro mechanics we have had for 5 years and concentrate on the actual units in the game.
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On September 12 2015 08:02 Lexender wrote: The macro boosters change was so fucking good, its really sad that because a part of the community was crying so hard (lets face it, after those post on reddit about which korean players DK talked at the summit people were basically calling him a liar and searching for any reason to shit on him) the change was reverted
I also agree with a lot of what other have said, its not about making the game easier (as a multiplayer game the game will ways be as hard as good is your opponent) but make it better and the removal of macro boosters was deffinitively a much better design, LotV is already faster and harder than HotS, both macro and micro wise, this just encourages the build 20 min then attack but with games being slightly faster
I don't think that us whining (because I was part of those who completely dislike it) had much impact, but TLO and DRG calling it boring, professional players in Catz show calling it too easy and thus unfair, that must had an impact.
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