Community Feedback Update - September 18 - Page 5
Forum Index > Legacy of the Void |
crazedrat
272 Posts
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wjat
385 Posts
On September 19 2015 08:03 Garemie wrote: "First of all, we would like to point out that we saw the poll and posts relating to macro mechanics this week, and we'd like to thank you for the discussions. We don't agree with the idea that macro mechanics should be completely removed." Blizzard. We've tried all three options now. Now that we've seen all of them, we (majority) agree that NO macro boosters was the best option. Going back to a previous idea isn't necessarily a bad idea. Please give it another chance. I agree with you. I don't want to say bullshit so correct me if I am wrong: During the no macro booster patch, an archon tourney happened(redbull battleground maybe?) and I remember QXC and Beastyqt doing pretty well even without mule! But I think it was during the 30damage zealot charge >< | ||
CheRRyKiTTy
Finland38 Posts
On September 19 2015 06:38 TimeSpiral wrote: David Kim is a senior game designer, at the top of his industry, working for one of the most prestigious outfits in the world. He and his team are much, much more sophisticated than everyone on this forum. If that does not apply to you, immediately submit your resume/CV to Blizzard and see what happens. We're fortunate to be members of the beta, and our thoughts and experience and valuable to them, but this entitled grandiosity that we're somehow a better game designer than Kim and his team is utterly delusional. No, no and no. The difference here is that Blizzard Dev team is much more capable of building a working game out of someone's vision than the average team liquid posters. There is no way to guarantee the vision they have chosen to pursue is better than the vision the community has. When you create art it maybe years of your lifeblood poured into the project and most of the people want to create something unique. The community on the other hand wanted a game that would be a spiritual successor to Broodwar. Instead we got a great RTS, but very different from what people would have visioned. -Macro boosters make the game a race to 200/200, an issue that the original Starcraft did not really have. This was really an unforeseen issue when the game first released. The maps were too small and the metagame was far too primitive to make any conclusions about the effect of the macro mechanics on the actual gameplay. Currently the game is balanced around the macro mechanics so removing them proved to be too much work for the dev team. -Space control has traditionally been very weak. Tanks were nerfed, Lurker did not exist for a long time, instead the game was centered around more fluid unit movement, this combined with the 200/200 race creates deathball metagame which probably nobody likes. The problem yet again is the fact the game was designed on maps like Metalopolis, Steppes of war, Scrap Station. If you have to make a game that works on these maps, the area control units can't be very strong. However, when you are creating a game for larger maps like the modern Starcraft maps which actually have a rush distance more than 20 seconds you need slow/stationary units that are capable of controlling the space against larger forces. -Protoss units and abilities that prevent micro, Force fields, colossi, latest offender adepts all prevent opponent from doing counter micro in large battles. Force field and colossus are such god damn cool ideas that I can understand why a developer who came up with them would want to keep them in the game. Yeah, the idea is cool, it's not good, but force field was of course the protoss way of defending the base when the rush distances were ridiculously short. Colossus deathball on the other hand proved to be a lot less efficient when both players were doing builds that would be considered all-ins or even cheeses in the modern metagame. When people finally figured out how problematic they were... Well, too late. Blizzard development team is much better at building a game than any of us on the forum, but I would argue that their game design is not in this situation the best. I don't really fault them for the WoL design, I might have fallen into the exactly same traps. I feel in HotS they made pretty good job of improving upon WoL. Now in LotV they had a chance to correct the mistakes they made when they really did not know how exactly the game would play out. They even faked an interest in doing dramatic changes to make the game better. Then, they reverted everything, told us the game would be released in 2 months and gave us community feedback which completely lacks any depth. So don't tell me the Blizzard Dev team is absolutely the best development team working on the game. | ||
Garemie
United States248 Posts
On September 19 2015 08:07 [PkF] Wire wrote: Time is running out. No macro mechanics at all was bound to introduce too many problems for the game to be playable at launch. I think they're going for the safe option and I won't blame them for that. But its their own fault time is running out. The game doesn't need to launch next month. | ||
CheRRyKiTTy
Finland38 Posts
On September 19 2015 08:54 Garemie wrote: But its their own fault time is running out. The game doesn't need to launch next month. Actually I'm quite sure we can blame the businessmen for such an early launch date instead of all of Blizzard. I'm sure the developers would rather build the best possible game, but someone higher up needs to buy their trophy wife a new private jet. ;< | ||
phfantunes
Brazil170 Posts
On September 19 2015 08:21 Ansibled wrote: I somehow doubt that the secret to the success of LotV lies in macro boosters vs no macro boosters. I come from this alternate dimension and I asure you macro mechanics are what's stoping SC2 from being taught in kindergarden. It was just a joke. The main point was that I'm not sure they did what they did because they truly believe it's the best for the game and not because they had to meet a deadline. (It's just my guess, I'm probably completely wrong here) | ||
Garemie
United States248 Posts
On September 19 2015 08:56 CheRRyKiTTy wrote: Actually I'm quite sure we can blame the businessmen for such an early launch date instead of all of Blizzard. I'm sure the developers would rather build the best possible game, but someone higher up needs to buy their trophy wife a new private jet. ;< Well of course, but the root of it is still Blizzard. It's crazy that I feel legitimately queasy thinking they're going to launch this game with either half boosters or auto boosters | ||
pure.Wasted
Canada4701 Posts
On September 19 2015 08:54 Garemie wrote: But its their own fault time is running out. The game doesn't need to launch next month. Who is "they"? Most of the blame-laying in this thread has gone directly to DK, but DK doesn't set game release dates. He has bosses for that. What we can blame his team for is wasting the first 5 months of the beta on useless tweaks. | ||
SuperHofmann
Italy1741 Posts
So why forcing the 10th of November? No Open Beta? Other betas had months and months of open beta... WTF... | ||
Yiome
China1687 Posts
On September 19 2015 08:42 CheRRyKiTTy wrote: No, no and no. The difference here is that Blizzard Dev team is much more capable of building a working game out of someone's vision than the average team liquid posters. There is no way to guarantee the vision they have chosen to pursue is better than the vision the community has. When you create art it maybe years of your lifeblood poured into the project and most of the people want to create something unique. The community on the other hand wanted a game that would be a spiritual successor to Broodwar. Instead we got a great RTS, but very different from what people would have visioned. -Macro boosters make the game a race to 200/200, an issue that the original Starcraft did not really have. This was really an unforeseen issue when the game first released. The maps were too small and the metagame was far too primitive to make any conclusions about the effect of the macro mechanics on the actual gameplay. Currently the game is balanced around the macro mechanics so removing them proved to be too much work for the dev team. -Space control has traditionally been very weak. Tanks were nerfed, Lurker did not exist for a long time, instead the game was centered around more fluid unit movement, this combined with the 200/200 race creates deathball metagame which probably nobody likes. The problem yet again is the fact the game was designed on maps like Metalopolis, Steppes of war, Scrap Station. If you have to make a game that works on these maps, the area control units can't be very strong. However, when you are creating a game for larger maps like the modern Starcraft maps which actually have a rush distance more than 20 seconds you need slow/stationary units that are capable of controlling the space against larger forces. -Protoss units and abilities that prevent micro, Force fields, colossi, latest offender adepts all prevent opponent from doing counter micro in large battles. Force field and colossus are such god damn cool ideas that I can understand why a developer who came up with them would want to keep them in the game. Yeah, the idea is cool, it's not good, but force field was of course the protoss way of defending the base when the rush distances were ridiculously short. Colossus deathball on the other hand proved to be a lot less efficient when both players were doing builds that would be considered all-ins or even cheeses in the modern metagame. When people finally figured out how problematic they were... Well, too late. Blizzard development team is much better at building a game than any of us on the forum, but I would argue that their game design is not in this situation the best. I don't really fault them for the WoL design, I might have fallen into the exactly same traps. I feel in HotS they made pretty good job of improving upon WoL. Now in LotV they had a chance to correct the mistakes they made when they really did not know how exactly the game would play out. They even faked an interest in doing dramatic changes to make the game better. Then, they reverted everything, told us the game would be released in 2 months and gave us community feedback which completely lacks any depth. So don't tell me the Blizzard Dev team is absolutely the best development team working on the game. This. Pretty much voiced my major complain against David Kim now. | ||
JimmyJRaynor
Canada16679 Posts
On September 19 2015 08:42 CheRRyKiTTy wrote: So don't tell me the Blizzard Dev team is absolutely the best development team working on the game. Blizzard has the best RTS development team in the world. No RTS development team is better... no team is even close. the absolute best game designer guys on the planet are working on stuff that makes real money.. like more than 9 figures ...stuff like WoW , GTA5, and D3 | ||
SCST
Mexico1609 Posts
The two big problems are clear to me: 1. The game is not accessible enough 2. The game is too gimmicky Those are clearly the two big issues with Starcraft 2 at this time. As a result, we have fewer players, significantly fewer viewers and less money/investment into Starcraft. Now, I do believe that David Kim knows that the resolution of these two problems is the key to bringing back Starcraft. The guy is not a complete moron, after all. However, it is clear from the recent patches that either: A) Kim's ego won't allow him to concede that community is correct in identifying these two problems and therefore he refuses to resolve them and/or B) Kim is too pessimistic or lazy to do the necessary balance before November launch I will concede that it is theoretically possible that Kim does not actually know how to resolve the problems. But considering how quickly he has reverted from a possible solution (in reducing macro requirements), I think that the aforementioned reasons are far, far more likely. LotV is now going to be a clone of HotS. And we see where HotS is right now in terms of players and viewers, don't we? Why should we expect anything different for LotV? | ||
paralleluniverse
4065 Posts
We're now leaning towards the fact that auto inject might not be the direction we want to go in the long-term. The primary reason is we've seen, and will continue to see, perception issues that diminish great Zerg players with arguments such as, "Zerg has no macro to do," or "every Zerg, no matter the skill level, can macro well because it's just all automatic." What it boils down to is we think the gain of having auto inject does not outweigh this negative perception that the change creates. This is the sort of dodgy thinking that goes on in the SC2 team. What a joke. So it's not about whether the game is too easy, it's about whether misguided individuals think it's too easy. And what about Terran? Given that they have no demanding macro like Zerg with auto-inject, why don't we add a harder macro mechanic for them? So if it's the perception that matters, why don't you fix your discredited ranking system? People don't believe your distorted ranks and promotion criteria, decay, or anything about this rigged and inaccurate ranking system. | ||
xTJx
Brazil419 Posts
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ScienceRob
United States382 Posts
"A) Kim's ego won't allow him to concede that community is correct in identifying these two problems and therefore he refuses to resolve them" I don't believe there is sufficient evidence to say that the communities "solutions" will solve any so-called "problems". | ||
TimeSpiral
United States1010 Posts
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2v2levels
United States88 Posts
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Little-Chimp
Canada948 Posts
On September 19 2015 12:46 TimeSpiral wrote: All three people coming out against my defense of Blizzard's professionalism and status made good points. Would like to see the respect and class level a little higher here, as all. So often do I see design justification hinging on, "I think it would be better this way, therefor my design is better." It's just ... bizarre. I'll agree with you here, I really hate all the mindless David Kim bashing, as if he's just being lazy or something and laying blame solely on him with Activision breathing down his neck. Inject is better than ever, chrono is cool right now, mule is a piss off with mule hammers being back but meh.. at worst, the game is similar to HOTS, which I don't see as being that terrible, especially out of the swarm host era. | ||
-NegativeZero-
United States2141 Posts
On September 19 2015 11:36 paralleluniverse wrote: This is the sort of dodgy thinking that goes on in the SC2 team. What a joke. So it's not about whether the game is too easy, it's about whether misguided individuals think it's too easy. And what about Terran? Given that they have no demanding macro like Zerg with auto-inject, why don't we add a harder macro mechanic for them? So if it's the perception that matters, why don't you fix your discredited ranking system? People don't believe your distorted ranks and promotion criteria, decay, or anything about this rigged and inaccurate ranking system. idk if this is dodgy thinking on the part of the design team, this is just the sc2 community bitching so hard about blizz removing macro mechanics that they decided to change their mind. of course i guarantee that if they had kept the macro mechanics, another part of the sc2 community would have bitched equally hard, so it's basically a no win situation. | ||
Fran_
United States1024 Posts
On September 19 2015 11:44 xTJx wrote: LotV = HotS with 12 workers start. Nice "new" game blizzard. It's an "expansion" not a "new game". | ||
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