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Community Feedback Update - September 10 - Page 7

Forum Index > Legacy of the Void
358 CommentsPost a Reply
Prev 1 5 6 7 8 9 18 Next All
DeadByDawn
Profile Joined October 2012
United Kingdom476 Posts
Last Edited: 2015-09-10 21:24:46
September 10 2015 21:22 GMT
#121
On September 11 2015 06:20 -Archangel- wrote:
Show nested quote +
On September 11 2015 05:59 Big J wrote:
On September 11 2015 05:53 -Archangel- wrote:
For anyone disappointed with Blizzard like me check out Act of Aggression as alternative.

I would rather guide people towards a game that they might actually enjoy. I heard Age of Empires II is getting a new expansion.

Age of Empires is a much different game to Sc2 than Act of Aggression. You might as well guide them to Civilization lol

I see these games and other games like SupCom2 to be different in spirit and scale than SC2. I used to play a lot of SupCom2 but prefer the smaller scale and more tactical feel of SC2. I may try AoA but it could not replace SC2.

Also I like the SciFi setting of SC2. I have played Warhammer 40K but not Warhammer as generally a SciFi setting is my favourite setting.
Firkraag8
Profile Joined August 2010
Sweden1006 Posts
Last Edited: 2015-09-10 21:33:06
September 10 2015 21:30 GMT
#122
@Ovid:
Someone being of a lower league doesn't necessarily make their criticism bad. There's people who's at his level who thinks the opposite of him does their opinion rank just as low in your eyes or is theirs ok because you share their opinion? If someone disagrees with your point of view it's a poor choice to blame their rank as the reason.
Too weird to live, too rare to die.
DeadByDawn
Profile Joined October 2012
United Kingdom476 Posts
Last Edited: 2015-09-10 21:41:34
September 10 2015 21:39 GMT
#123
On September 11 2015 06:30 Firkraag8 wrote:
@Ovid:
Someone being of a lower league doesn't necessarily make their criticism bad. There's people who's at his level who thinks the opposite of him does their opinion rank just as low in your eyes or is theirs ok because you share their opinion? If someone disagrees with your point of view it's a poor choice to blame their rank as the reason.

Which is what I said - but in a more choice fashion.

Even the people who only play the campaign, or only watch competitive SC2, have valid opinions. For instance why are they interested enough to play or watch but not play ladder?

The larger the community, and the more welcoming people are to others, the better for everyone. And yes I am going to manner mule the sh*t out of my games now
FueledUpAndReadyToGo
Profile Blog Joined March 2013
Netherlands30548 Posts
Last Edited: 2015-09-10 21:49:28
September 10 2015 21:48 GMT
#124
I really don't understand their thinking on the macro mechanics... everything they stated could have been though of beforehand. I feel we will end up with some weird solution (design by comittee) instead of a clear design decision.
Neosteel Enthusiast
BiG
Profile Joined June 2010
Germany153 Posts
September 10 2015 21:58 GMT
#125
Thank god no auto macro anymore. Now i might even want to buy the game again :D
varsovie
Profile Joined December 2013
Canada326 Posts
September 10 2015 22:05 GMT
#126
How hard is it to strap a "de-chronoboost" ability so you can stop it on the building of your choice. You'll still have to check which building gets de-chronoboosted in case of nexus lost, but otherwise it's consistent.
Pontius Pirate
Profile Blog Joined August 2013
United States1557 Posts
September 10 2015 22:06 GMT
#127
On September 11 2015 06:18 JeremyAnderson wrote:
Oh my god. I think the macro mechanics are perfect right now. The chrono is especially elegant. This sucks. The only positive is now I can manner mule people again, but I'm going to have to relearn dropping mules on time. Blah.

Chrono isn't actually being changed a whole lot. They're mostly just going to give it a slight cooldown so you don't accidentally waste it by targeting multiple Nexii worth of chrono on the same structure.
"I had to close the door so my parents wouldn't judge me." - ZombieGrub during the ShitfaceTradeTV stream
TimeSpiral
Profile Joined January 2011
United States1010 Posts
September 10 2015 22:18 GMT
#128
Frankly, I felt the current MULE was a nice and simple compromise (though I don't feel it was overly broken before).

I also like the new Chronoboost, though a think a few little UI things could have improved it (though I don't feel it was broken before).

Spawn Larva is just the odd man out here, and everyone knows it. Maybe the camp that wanted limited larva per hatch, and having to iterate up with macro hatches was the way to go. I don't know, but automating Zerg's production capability was just bad.

I'm not sure this new iteration is a step in the right direction, but mainly because of Spawn Larva.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
_Epi_
Profile Joined February 2014
Germany158 Posts
September 10 2015 22:18 GMT
#129
I really liked all the macro changes. The PO thing surely needed some attention but generally speakin that was a really good upgrade to the game. Too bad they couldnt test it more out.

Too bad people are not really open minded during this beta. Also wondering why people get so aggressive about changes throughout a beta, since i mean it is a beta.
Hularuns
Profile Joined November 2014
United Kingdom37 Posts
Last Edited: 2015-09-10 22:26:51
September 10 2015 22:24 GMT
#130
The automated queen injecting really ruined zerg in lotv for me, it feels empty compared to what's to be expected from zerg, since there's only so much army control you can do. I find a lot of the people who like automatic injects are lower league players who don't play frequently and want an easier game, which is understandable, but why make a game for new people at the expense of the core players. Afterall injecting is pretty much a non-issue for any zergs who have practiced enough, and a lot of people already complain that HotS queen injecting macro isn't exactly hard.

I think they should maybe look at injection cycle times, and maybe even ingame popups saying hatches aren't injected for people who struggle to remember to inject. like a 3/7 hatcheries are not injected.
k
hitpoint
Profile Joined October 2010
United States1511 Posts
September 10 2015 22:33 GMT
#131
On September 11 2015 07:24 Hularuns wrote:
I think they should maybe look at injection cycle times, and maybe even ingame popups saying hatches aren't injected for people who struggle to remember to inject. like a 3/7 hatcheries are not injected.


Even just a voice saying, "Larva has spawned" or something. That would be so much better than all these changes they're trying.
It's spelled LOSE not LOOSE.
a_flayer
Profile Blog Joined April 2010
Netherlands2826 Posts
September 10 2015 22:45 GMT
#132
They should have really toned down the macro mechanics for all races. Start with 1 larva per inject for queens and balance the others around that.
When you came along so righteous with a new national hate, so convincing is the ardor of war and of men, it's harder to breathe than to believe you're a friend. The wars at home, the wars abroad, all soaked in blood and lies and fraud.
BluemoonSC
Profile Blog Joined November 2010
SoCal8933 Posts
September 10 2015 22:46 GMT
#133
so are the macro mechanics going to be the old DESIGN but the new BALANCE (less efficient)?
LiquidDota Staff@BluemoonGG_
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
September 10 2015 22:55 GMT
#134
On September 11 2015 07:45 a_flayer wrote:
They should have really toned down the macro mechanics for all races. Start with 1 larva per inject for queens and balance the others around that.

The biggest change in all of this for me was slowing down the burst of units and economy that macro boosters gave and made it feel more BW like and now all that is gone and back is busy work.
It is just not fun at all. I had more fun clicking on each hatchery in bw or selecting all larva to build stuff than injecting larva and putting down creep in sc2.
imre
Profile Blog Joined November 2011
France9263 Posts
September 10 2015 23:07 GMT
#135
On September 11 2015 03:15 [PkF] Wire wrote:
I guess we're going to get something fairly reasonable in the end. It's like watching a thought process that could be done in twenty seconds being painstakingly extended longer and longer.

Fine tuning, I'm waiting for you. And yeah, warpgate change sucks, split energy and warp-in power.


Yeah just painful and hilarious at the same time when you're waiting for the bullshit to get cut.
Zest fanboy.
Draddition
Profile Joined February 2014
United States59 Posts
September 10 2015 23:15 GMT
#136
So, for injects, what if we just reduced the time it takes for the larvae to pop? Lets say, 15 second for larvae to pop.

We keep the energy/second on queens, so there is a buffer between when the inject finishes, and when you need to start a new one? This way, you can manage APM easier (you dont need to inject, spend the larvae so the hatchery produces larvae again, and micro units/other things all in the same instant.) It adds some forgiveness, since you can later inject as soon as the previous finishes, and eventually get back to a 0 energy queen. Super high level players who still hit their injects still get their units earlier than lesser players, but we no longer ban a bronze league from having the larvae to spend his money.

This also still enables macro queens, which would allow you to produce more larvae/base. I like the idea of macro queens, as its a more subtle/less of an investment for more larvae, while still being scout-able.
Yora
Profile Joined March 2013
United States35 Posts
September 10 2015 23:21 GMT
#137
On September 11 2015 07:33 hitpoint wrote:
Show nested quote +
On September 11 2015 07:24 Hularuns wrote:
I think they should maybe look at injection cycle times, and maybe even ingame popups saying hatches aren't injected for people who struggle to remember to inject. like a 3/7 hatcheries are not injected.


Even just a voice saying, "Larva has spawned" or something. That would be so much better than all these changes they're trying.


Oh goody, I can't wait till I have 5 bases and a macro hatch.
imre
Profile Blog Joined November 2011
France9263 Posts
September 10 2015 23:23 GMT
#138
On September 11 2015 05:06 Big J wrote:
Ultimately I hope blizzard settles on one of the following designs:
1) Injects are automated with 2-3 larva per inject
2) Injects are completely removed
3) the inject mechanic stays like in HotS, but is nerfed to 2-3 larva


nerfed manual MM would be my definitve favorite indeed.
Zest fanboy.
hitpoint
Profile Joined October 2010
United States1511 Posts
Last Edited: 2015-09-10 23:30:28
September 10 2015 23:29 GMT
#139
On September 11 2015 08:21 Yora wrote:
Show nested quote +
On September 11 2015 07:33 hitpoint wrote:
On September 11 2015 07:24 Hularuns wrote:
I think they should maybe look at injection cycle times, and maybe even ingame popups saying hatches aren't injected for people who struggle to remember to inject. like a 3/7 hatcheries are not injected.


Even just a voice saying, "Larva has spawned" or something. That would be so much better than all these changes they're trying.


Oh goody, I can't wait till I have 5 bases and a macro hatch.


Well there is time in between warnings for things. Like when you're in a battle you don't hear "your forces are under attack" 300 times in a row. There's some kind of cooldown on the voice.

Or, if you do hear it 5x at once, at least you won't miss it.
It's spelled LOSE not LOOSE.
NyxNax
Profile Joined March 2014
United States227 Posts
September 10 2015 23:30 GMT
#140
Haha DAMN, its funny how when they announced they were removing Macro Mechanics, everrryyyone and their mom was like " OMG BLIZZARD WTF. they've lost their minds im not buying this game.".. now they change them back and everyone is like "OMG Blizzard WTF removing MM was the best thing they ever did! im not buying this game".

lol

I do think they could have found a happy median, have the option to use auto cast or manual.
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