An opportunity for a fun RTS for people that can only play few games per day.
Community Feedback Update - September 18 - Page 8
Forum Index > Legacy of the Void |
-Archangel-
Croatia7457 Posts
An opportunity for a fun RTS for people that can only play few games per day. | ||
ShambhalaWar
United States930 Posts
On September 19 2015 18:15 Musicus wrote: I agree, I think they found a good solution if they want to keep the macro mechanics. Now just find a way to avoid 10-20 mules on a base at the same time and we are good to go ![]() Auto inject was fine in the sense that it gave a reason to keep the queen around which is a very helpful unit and it just added more larve to each hatch. If there was no inject period they would just have to increase the spawning rate of larve per hatch, it's the same thing, but one solution is easier to implement. Frankly I liked it. Having the queens also gave other races the options to run in and kill them, therefore crippling production without killing a hatch (good dynamic especially in zvz). | ||
LongShot27
United States2084 Posts
| ||
BaneRiders
Sweden3630 Posts
| ||
Incognoto
France10239 Posts
with auto injects zerg went from easy to macro to brainless to macro. | ||
JimmyJRaynor
Canada16697 Posts
On September 19 2015 22:49 -Archangel- wrote: An opportunity for a fun RTS for people that can only play few games per day. any one buying AoA for competitive multiplayer should know that they'll only be able to play "Automatch" style games for about 6 months and then the player base will be so small that "Automatch"-ing to a player of a similar skill level is no longer viable. the #s are slightly better than Grey Goo and so AoA's automatch viability should last a bit longer than for Grey Goo.. but not much longer. | ||
paralleluniverse
4065 Posts
On September 19 2015 14:25 Excalibur_Z wrote: I'm stunned at the backpedaling of the Inject Larva change. Completely stunned. Not the fact that it happened, because any experiment can turn out to fail, but the reason why it happened. I was having a discussion with some friends earlier about the game design behind Starcraft 1. Back in those days, Blizzard operated as a black box. Cross-sections of employees from various departments formed what were called "Strike Teams", and their job was to deliver feedback and suggestions to the designers. The designers, in turn, weighed that feedback and made decisions based upon whether the change made sense or not. One of my friends was on the Starcraft Strike Team and got the Overlord speed reduced from normal to the skycrawling blimp we all know. The Internet has since evolved as a communication tool. It's faster than ever to post something up on Facebook or Twitter or Reddit, it literally takes seconds. You don't have to take minutes to register on some obscure message board where something may disappear into obscurity, you instead spend a few seconds cobbling something together and vomit it out and tag some company accounts that you know. So, it's a lot more tempting for developers to seek out crowdsourced feedback because it's so readily available -- players are eager to voice their opinions! There's an inherent risk in doing this because the quality of that feedback can vary, and even the most popular ideas can be detrimental to the game experience. That decision is ultimately left up to the designers, as it should be. I don't know how extensive the Blizzard Strike Teams are anymore. I don't know how heavily their opinions are weighed now compared to in the past. I do know that Blizzard actively reaches out to the community for input, and that's no idle gesture. Would some community member's suggestion to slow SC1 Overlords down to their current speed have gotten the attention of the devs today? Who knows? The real dangerous precedent that I see is that the Larva Inject backpedal goes a step beyond community influence. The change was reverted because of a perception that may or may not have permanence. When SC2 was in early development, it went through wild shifts until eventually macro mechanics came into being. A lot of the community balked at this decision, calling it needless clicking and a chore -- especially regarding the Inject mechanic. There was a huge uproar about it. Now players can't see the game without it. It's a bizarre situation. If Blizzard had gone through with the Inject change and it made it into the live LotV game, players would have adapted to it. It's what they do. But, because maybe some Zerg players could be possibly ridiculed as unskilled noobs by toxic trolling players, they reverted the change. It's a policy change born from fear, the way I see it. For better or for worse, this never would have happened 20 years ago. Absolutely no chance. Yep. Making design choices for fear that some misguided players will get the wrong perception is literally the stupidest and most cowardly thing I ever heard a game designer say. | ||
JimmyJRaynor
Canada16697 Posts
On September 19 2015 14:25 Excalibur_Z wrote: I'm stunned at the backpedaling of the Inject Larva change. Completely stunned. Not the fact that it happened, because any experiment can turn out to fail, but the reason why it happened. I was having a discussion with some friends earlier about the game design behind Starcraft 1. Back in those days, Blizzard operated as a black box. Cross-sections of employees from various departments formed what were called "Strike Teams", and their job was to deliver feedback and suggestions to the designers. The designers, in turn, weighed that feedback and made decisions based upon whether the change made sense or not. One of my friends was on the Starcraft Strike Team and got the Overlord speed reduced from normal to the skycrawling blimp we all know. The Internet has since evolved as a communication tool. It's faster than ever to post something up on Facebook or Twitter or Reddit, it literally takes seconds. You don't have to take minutes to register on some obscure message board where something may disappear into obscurity, you instead spend a few seconds cobbling something together and vomit it out and tag some company accounts that you know. So, it's a lot more tempting for developers to seek out crowdsourced feedback because it's so readily available -- players are eager to voice their opinions! There's an inherent risk in doing this because the quality of that feedback can vary, and even the most popular ideas can be detrimental to the game experience. That decision is ultimately left up to the designers, as it should be. I don't know how extensive the Blizzard Strike Teams are anymore. I don't know how heavily their opinions are weighed now compared to in the past. I do know that Blizzard actively reaches out to the community for input, and that's no idle gesture. Would some community member's suggestion to slow SC1 Overlords down to their current speed have gotten the attention of the devs today? Who knows? The real dangerous precedent that I see is that the Larva Inject backpedal goes a step beyond community influence. The change was reverted because of a perception that may or may not have permanence. When SC2 was in early development, it went through wild shifts until eventually macro mechanics came into being. A lot of the community balked at this decision, calling it needless clicking and a chore -- especially regarding the Inject mechanic. There was a huge uproar about it. Now players can't see the game without it. It's a bizarre situation. If Blizzard had gone through with the Inject change and it made it into the live LotV game, players would have adapted to it. It's what they do. But, because maybe some Zerg players could be possibly ridiculed as unskilled noobs by toxic trolling players, they reverted the change. It's a policy change born from fear, the way I see it. For better or for worse, this never would have happened 20 years ago. Absolutely no chance. the company was called Chaos studios and Blizzard for a reason. it represents their haphazard seemingly confusing and directionless game development process. let's not start to declare the sky is falling because their game development process resembles a Blizzard... because it always has ... hence their name. lets not romanticize the past here... 20 years ago how many employees did Blizzard have? 17 years ago Blizzard ostensibly made 1 game at a time. so each game had the full undivided attention of guys like Mike Morhaime,and Frank Pierce. 17 years ago they locked Bob Fitch in a room for 6 weeks until he made the engine that powers SC1. The bugs in it would make an computer scientist blush. For one thing the path finding is just fucked and is unfixable.. there are all kinds of well documented giant problems with the SC1 engine. regarding SC2 ...we are not getting Blizzard's best.. we 're getting their 3rd or 4th best which is still better than any other RTS game maker can manage. the day WoW was born the RTS team immediately went on the back burner because the RTS games could not generate even close to 3% of the money WoW could. no matter how much any one screams and yells Blizzard will not put its most trusted resources behind this game because the market can not justify it. Morhaime putting his best guys on SC2 would be career suicide. all we are is consumers and no matter how much Blizzard panders to the vocal community members the ultimate hammer is economic, not philosophical. if you don't like the game send Blizzard a message in the clearest form of communication possible: do not buy the game. | ||
knOxStarcraft
Canada422 Posts
| ||
usopsama
6502 Posts
![]() | ||
Noocta
France12578 Posts
David Kim is not the man we need anymore if we want this game to be great. | ||
Spyridon
United States997 Posts
On September 19 2015 06:34 pure.Wasted wrote: Auto-Injects make Zerg easier to macro than Manual Injects, correct? We can argue about the degree to which it makes it easier for years, whether it's too much or too little or Goldilocks fine, but it is easier. Prepare to have your mind blown. When David Kim says that he's worried about Zerg seeming too easy to macro... he's actually pussy-footing, bullshitting, PR-ing, whatever you want to call it, his way around saying that in his opinion Zerg becomes unacceptably easy to macro. We've seen this kind of PR speak before, very recently in fact, concerning the Colossus/Protoss talk at the player summit, where it was revealed that everyone agreed that HotS Protoss was the "slightly easier" race to master. Slightly easier? What the fuck is "slightly"? "While the skill floor is higher by 4.5%, the skill ceiling is lower by 6.2%, which is a 1.7% net loss in complexity"??? I'd love to see the math that resulted in that "slightly." It means, when we get rid of the kid gloves with which DK feels he must treat his customers, that it is UNACCEPTABLY easy, to a degree that forces them to acknowledge the problem publicly and remove core units and 5-year old playstyles from the game. Does that sound like a slight problem? Now if you want to debate whether he's right or not, that's a different - and much more fruitful - discussion. Yes it's obvious it is all PR bullshit, from the simple fact that they have a double standard on reverting to no mechanics, but bending to community on reverting. As I said before, common denominator here is they are choosing what is easiest to get a release in 1.5 months. With that said, he didn't even really say that Zerg was too easy to micro, his straight up the primary reason was community perception. And if Zerg really is too easy to macro (which from playing both Terran and Zerg, I disagree) then that should be a balance issue rather than a design issue. Design should be focused on making the games features, feel, controls, mechanic, etc feel as good as possible. Then balance adjusts how "easy and hard" everything is. On September 19 2015 16:52 NyxNax wrote: I am frustrated... DK was happy last week going in their direction, now changes due to community "negative perception"?? What happened to sticking to your guns and doing what was best for the game?? Read the update before last and then read this weeks. Never seen the community so divided now.. Either no macro boosters, manual or auto. I thought they should have road the middle line or even make a choice between auto and manual. But at the very least, they need to fix mule hammering. Make it so they dont pool or have certain range. Then I honestly dont know what to do about the injects at this point, and im a zerg. Maybe just make it only have to be cast every 90 seconds or something. That way theres less clicks, but still cant forget. Would have to work out how they hatch. Completely agree... The way they handled this was horrible. Now no matter what they do half the community is going to be upset. And they already proved to backpedal on their direction, and fold due to "perception" which loses all hope for hteir game design... It is so blatant that he was saying they were happy with the direction they were going, then all of a sudden his opinion changes because of "perception"... I was actually relieved and stopped worrying when they said they were happy... What a fool... Also noone mentioned the other thing that is somewhat suspicious about this post. They said a few days ago there was no community update this week because DK was travelling... Then all of a sudden he does have an update, after the announcement that he was not going to do one this week.. Which sounds like due to the dispute over the patch they announced something, right? But look at this quote... Therefore, we'll be trying out the queuing up version in the next balance update, so please focus on playtesting this change and let us know your thoughts and feedback. He is wording it as if it is going to be in the NEXT balance update... as if it has not happened yet? Although the patch was already live prior to this? So which is true, he had no update this week? If that was true why is it worded as written prior? If it was written prior why is it being released now? Were they really not going to release it then changed their mind? Or did the editors/PR have to omit/add certain sections to sound better to appease the community...? On September 19 2015 14:25 Excalibur_Z wrote: I'm stunned at the backpedaling of the Inject Larva change. Completely stunned. Not the fact that it happened, because any experiment can turn out to fail, but the reason why it happened. I was having a discussion with some friends earlier about the game design behind Starcraft 1. Back in those days, Blizzard operated as a black box. Cross-sections of employees from various departments formed what were called "Strike Teams", and their job was to deliver feedback and suggestions to the designers. The designers, in turn, weighed that feedback and made decisions based upon whether the change made sense or not. One of my friends was on the Starcraft Strike Team and got the Overlord speed reduced from normal to the skycrawling blimp we all know. The Internet has since evolved as a communication tool. It's faster than ever to post something up on Facebook or Twitter or Reddit, it literally takes seconds. You don't have to take minutes to register on some obscure message board where something may disappear into obscurity, you instead spend a few seconds cobbling something together and vomit it out and tag some company accounts that you know. So, it's a lot more tempting for developers to seek out crowdsourced feedback because it's so readily available -- players are eager to voice their opinions! There's an inherent risk in doing this because the quality of that feedback can vary, and even the most popular ideas can be detrimental to the game experience. That decision is ultimately left up to the designers, as it should be. I don't know how extensive the Blizzard Strike Teams are anymore. I don't know how heavily their opinions are weighed now compared to in the past. I do know that Blizzard actively reaches out to the community for input, and that's no idle gesture. Would some community member's suggestion to slow SC1 Overlords down to their current speed have gotten the attention of the devs today? Who knows? The real dangerous precedent that I see is that the Larva Inject backpedal goes a step beyond community influence. The change was reverted because of a perception that may or may not have permanence. When SC2 was in early development, it went through wild shifts until eventually macro mechanics came into being. A lot of the community balked at this decision, calling it needless clicking and a chore -- especially regarding the Inject mechanic. There was a huge uproar about it. Now players can't see the game without it. It's a bizarre situation. If Blizzard had gone through with the Inject change and it made it into the live LotV game, players would have adapted to it. It's what they do. But, because maybe some Zerg players could be possibly ridiculed as unskilled noobs by toxic trolling players, they reverted the change. It's a policy change born from fear, the way I see it. For better or for worse, this never would have happened 20 years ago. Absolutely no chance. Extremely well said. Your post is so good, I suggest adding the 2 quotes from Blizzard where they said they knew the Zerg design was superior in the last community update, and that they were unsure if they should go for the best design... followed by the comments here about changing for perception. People should know the full story, and without those facts you can't truly understand how spot on your comment is... This is just sad... Our lead DESIGNERS should be giving us the best DESIGN they are capable of... And by their own words they are not.... | ||
Spyridon
United States997 Posts
| ||
Hularuns
United Kingdom37 Posts
| ||
wrj
219 Posts
Really only after playing without inject i understood how idiot and not needed thing it was for the game! To be honest,the people who should give feedback about macro mechanics are these who play pro lvl as random since only they say something not to make their race stronger but to actully give true feedback | ||
Slashdead
9 Posts
| ||
ShambhalaWar
United States930 Posts
I peaked at some grey goo, and AOA... I was just bored as fuck. The pace of sc2 and ability to micro units I have not seen in anything else. I bitch a lot to blizzard and I've talked some shit as of late. I just got tired of always playing the nice guy. On September 20 2015 06:43 Hularuns wrote: Obviously people complaining about no auto inject are low league players. Not that it's a bad thing. But, hell, the game's hard, deal with it. I'm high diamond low masters range player, and for me it was about fun. I straight up had more fun playing with the auto inject, I just thought the game was funner. Once you get more than 5 creep tumors and 3-4 bases, macro cycles become really big as zerg, I think it's tough to fit everything in after a certain point. It just feels like I do one big macro cycle and once it ends I'm back at the beginning of the next one. So as soon as I start microing units I have to sacrifice part of the cycle. With the auto inject there was so much more freedom. As terran you can drop like 15 mules in less than 2 seconds, as zerg even if all you had to deal with was creep tumors, you can never finish the task in that short of a time. Also, creep is constantly destroy and needs to be renewed, which takes a good amount of focus. I get that terran has to switch buildings to different add ons, which is a pain in the ass (I found that labor intensive). However, once the infrastructure is established you are just moving units and macroing away from base, you never have to look back (except for depots). While I know from playing a good amount of terran that (imo) it is the most micro intensive race, I think it is folly to pretend that zerg macro is just this easy ass thing that anyone can do. It takes a lot of focus consistently though the whole match. I was happy to put some of that down so i could focus on movement and other aspects of the game. | ||
flipstar
226 Posts
On September 20 2015 06:43 Hularuns wrote: Obviously people complaining about no auto inject are low league players. Not that it's a bad thing. But, hell, the game's hard, deal with it. Hi, mid-master Z since WOL and still am. I am complaining. Obviously, you are wrong. | ||
Caihead
Canada8550 Posts
| ||
K)Vincent
Belarus29 Posts
On September 20 2015 08:14 flipstar wrote: Hi, mid-master Z since WOL and still am. I am complaining. Obviously, you are wrong. sorry but if you still mid master after 4 years then you understand nothing of this game... | ||
| ||