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Source
So despite Senior Game Designer David Kim being oceans away, he's still managed to produce the following thoughts about our most recent balance update.
Macro Mechanics As you know, we've been focusing our discussions on trying to decide what the best move is for the macro mechanics. After many hours of playtesting and discussions, we decided to try out the changes mentioned last week.
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. When we tried this, and many of you pointed this out, each of the three races lost a bit of their identity and uniqueness.
Secondly, we'd like to also clear up a misconception in this area. The goal of testing these changes wasn’t necessarily about making StarCraft II easy to play or easy to master. The goal was to see if we can free up clicks on less interesting parts of the game so that we can see those clicks being utilized in more exciting to see parts of the game. We clearly believe StarCraft II is one of the most challenging games to master in the world and this pursuit of mastery is a critical component of the game. Instead, we're adding new modes such as Co-op Missions and Archon mode to make the game more approachable. Now let's talk more about the details of what we've found this week:
Terran The Terran MULE isn't difficult to execute, even when we compare the automated one versus the Heart of the Swarm one side-by-side. Therefore, we believe this week’s balance update is the way to go for Terran.
Protoss For Chrono Boost, we're realizing that the new version isn't always better than the old version. We are currently worried that this change is a bit of a side-grade than an upgrade overall due to it being better in some situations and worse in others. However, we would still like to pursue trying out this new version so that we can learn more about it. The main concern on this side is, yes it's true that the new one is cool and different, but is it actually what's best for the game? If it is, we will make the switch, and if not we can always revert it back to what we have in HotS.
Zerg 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.
For example, offensive warp-ins was not something that was unbeatable, and it wasn’t a strategy that allows low skilled players to beat pro players on a consistent basis. In Protoss matchups, we saw better players winning games. However, it has been seen by players and our community as a strategy that just makes Protoss play gimmicky and less skillful. So, just like auto inject, this was something that we decided to change because the cool factor of having easy access to offensive warp-ins without having teched to something didn’t outweigh the negative perception that it was creating.
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.
Advanced Ping Options With the addition of Archon mode and Co-op missions, we have been looking at ways to improve communication in team games. We heard from several people at the community summit that they would like to see something similar to the advanced ping options available in Heroes of the Storm. We liked this idea, and so we’ve been working on a version that makes sense for StarCraft II.
Right now what we’re thinking is when you hold down the ping command, you see a panel of options for more specific commands: Attack, Defend, On My Way and Retreat. This sends a message to all of your allies and creates a beacon in the world that they can see. Also, when issuing regular pings (not through this panel) on units, structures or resources, a specific message and beacon are created to help provide more context for your teammates as to what you’re calling out.
While playtesting an early version of this internally, we received feedback that the ping hotkey is cumbersome. We’re considering changing the Quick Ping hotkey to Alt+Left Mouse Button. To make room for this, we would move the default hotkey for Toggle Healthbars to the apostrophe key (‘). We’re looking at this because we feel that using pings is a more frequent action for the average user. Of course, these hotkeys can be customized for those who prefer different setups.
Balance in the Beta This week, we also wanted to discuss the last phase of the beta. The decision on what to do with the macro mechanics will be one of the last design changes to the game, so we'll be focusing on balance tuning. One thing to remember though, is the highest level players are still playing HotS, and this level is where balance problems are the most apparent. We've seen this exact thing back in the HotS beta. Because the top-end players focus on current tournaments, it's difficult to gather data at that skill level, and even if they do play for a week or two, it's just not enough time for them to figure out what's optimal in the new game. For example, Hellbat drops, a simple and easy to execute strategy, wasn’t seen as being overpowered during the beta but we had to react with a patch after the game went live.
Therefore, while we will do our best to balance the game as best as we can before the launch, we expect there might be some issues that will need to be solved right after release, especially when tournaments begin next year. We will definitely be putting extra emphasis on the game balance right after the game launches in order to react quickly to any problems that arise.
The goal in the beta is to balance the game as best as we can for all skill levels right below the pro-level, and then focus on the pro-level balance heavily in the first weeks and months after the game releases. The timing of the game's release lines up well with this plan because there will be a few months break in WCS and other major tournaments out there right after the game releases.
As always, we look forward to seeing your feedback. Thank you!
- Dayvie
And that's it for this week. Please remember to keep your discussions civil and constructive.
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You beat me =/ great job though on posting it so fast for us teamliquid to see =)
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I'm glad that they mentioned Co-op and Archon for making the game more accessible, I'm sure this will be much more relevant to new/casual players than the state of macro mechanics because SC2 1v1 will be difficult either way.
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so blizzard lets the community bully them around once more.
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Economy, pace of the game... Keep Dreaming Mr.Kim, your game is going to be so unstable and frustrating...Guess his platinum league mentality believes everything is roses in the valley...
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On September 19 2015 04:18 Big J wrote: so blizzard lets the community bully them around once more.
With these kind of updates... They are literally asking for it.
"We saw the poll but screw it, we are keeping things what WE like"
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Are the ping changes a clone of LoL? Because that's what it seems like, and I really like that ping system
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Teamgames: Just introduce push-to-talk like in CS:GO
Yes, that can be very annoying with random teammates just like in CS:GO. But with a easy "mute this guy"-option, this problem is mostly fixed. Pinging is just a gimmick, give us a easy to use option to talk with out teammates. Or the chaos in RTs continues.
I know there is Ptt in the game, but nobody every uses it: muting is complicated, it is hidden deep in the systems and I have never found one else using it. Now they make new ping systems instead of pushing the players for talking with each other.
And for F-Word-sake stop queeing random teams against premade teams. You did not due this in Warcraft III over 10 years ago, why do you do this in Starcraft II since 5 years. It is one of the greatest killing point for casual team games. And yes, 1v1 competitive is just not for everybody, 4v4 scene in Warcraft was gigantic, in SC II its much worse: RT vs premades, the stupid maps, zero communication...
David, do it!
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Zerg 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.
Well, at least they are up front about their reasoning. I suppose I will just enjoy single player, just like I did with HOTS.
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Please remove mule and chrono.
I'm sure all protoss players and zerg players would be happy. (whether they realize it or not)
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Looks like I won't be purchasing LotV. Sad, really. The macro boosters aren't fun unless perfectly automated.
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Well I guess there goes the era of no macro mechanics. I think that was the way to go but manual is better than auto. On the bright side, I'm glad I can practice now while knowing injects are here to stay I guess...
Still, I can't believe we didn't even end up with mules not having a limited range to reduce late game hammering. What the fuck m8. Might as well change chrono back too I'm guessing.
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On September 19 2015 04:24 WrathSCII wrote:Show nested quote +On September 19 2015 04:18 Big J wrote: so blizzard lets the community bully them around once more. With these kind of updates... They are literally asking for it. "We saw the poll but screw it, we are keeping things what WE like" That's what every game designer should do, 99% of the community know NOTHING about game design. They think without macro mechanics the game will be better because ... they think so. So if blizzard actually listens to the community and removes mms and once the meta settles it becomes clear that it has made the game completely boring and stale ... guess who gets blamed for it? Surely not the community. As a game designer you have to do what is best for the game. NOT what the community thinks is best for the game.
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On September 19 2015 04:51 Charoisaur wrote:That's what every game designer should do, 99% of the community know NOTHING about game design. They think without macro mechanics the game will be better because ... they think so. So if blizzard actually listens to the community and removes mms and once the meta settles it becomes clear that it has made the game completely boring and stale ... guess who gets blamed for it? Surely not the community. As a game designer you have to do what is best for the game. NOT what the community thinks is best for the game. Nice appeal to authority, bro. I cordially disagree. Removing the macro ( edit: ) BOOSTERS, not mechanics, outright is a far superior option to increase the fun for the vast majority than leaving them as they are. Now, if they were perfectly automated we could have the best of both worlds: the spectacle of race flavor and good design.
Edit: On September 19 2015 04:55 Ansibled wrote:How are automated macro mechanics 'good design'? It's not so much that automated macro boosters are good design as it is that the current incarnation of macro boosters are inferior design.
The objections go thusly.
#1: A 'good macro', used here to mean the optimization of income and spending, is more powerful, thus more important, than any other skill, strategy and micro being the next two in line, at most levels of play. So, #2: a player who specializes in macro will likely beat players who have comparable levels of all other skills yet inferior macro. #3: the macro boosters do exactly as the name implies, thus are directly responsible for this imbalance.
#4: the macro boosters eat up the precious commodity of actions (such as in APM), therefore anyone who wishes to have good macro must sacrifice their micro and (to a lesser extent, for when using macro skill is sufficiently high the use of boosters becomes optimally rote and costs less thought,) strategy. #5: optimizing the use of boosters is tough because it is a non-intuitive rote that must be ceaselessly hammered to properly learn when to devote thought / actions to the use of boosters and when to devote it to other things. Therefore, macro boosters are directly responsible for the diminishing of micro and strategy.
Automated macro boosters addresses #4 and #5 primarily, thus is superior. However, the removal of the macro boosters would address problems #1-3 as well. But, automated macro boosters provides spectacle and flavor. I believe that problems #1-3 far outweigh the gain from spectacle and flavor.
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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.
I am at least very happy to know that they actually saw and paid attention to the poll, they don't agree with it, but at least it got on their radar.
A more robust ping system would be a really great addition, glad to hear they are working on that.
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On September 19 2015 04:54 Jaedrik wrote:Show nested quote +On September 19 2015 04:51 Charoisaur wrote:That's what every game designer should do, 99% of the community know NOTHING about game design. They think without macro mechanics the game will be better because ... they think so. So if blizzard actually listens to the community and removes mms and once the meta settles it becomes clear that it has made the game completely boring and stale ... guess who gets blamed for it? Surely not the community. As a game designer you have to do what is best for the game. NOT what the community thinks is best for the game. Nice appeal to authority, bro. I cordially disagree. Removing the macro mechanics outright is a far superior option to increase the fun for the vast majority than leaving them as they are. Now, if they were perfectly automated we could have the best of both worlds: the spectacle of race flavor and good design. How are automated macro mechanics 'good design'?
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Release date is too soon =\
LotV is your last chance.
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On September 19 2015 04:51 Charoisaur wrote:Show nested quote +On September 19 2015 04:24 WrathSCII wrote:On September 19 2015 04:18 Big J wrote: so blizzard lets the community bully them around once more. With these kind of updates... They are literally asking for it. "We saw the poll but screw it, we are keeping things what WE like" That's what every game designer should do, 99% of the community know NOTHING about game design. They think without macro mechanics the game will be better because ... they think so. So if blizzard actually listens to the community and removes mms and once the meta settles it becomes clear that it has made the game completely boring and stale ... guess who gets blamed for it? Surely not the community. As a game designer you have to do what is best for the game. NOT what the community thinks is best for the game. Or maybe it's because it was tested and the majority of people (not whiney terrans) enjoyed it much better.
I haven't been able to get back into the game since they put them back in. ( compared to playing 25 games ish a week during th beta otherwise)
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On September 19 2015 04:58 Mementoss wrote:Show nested quote +On September 19 2015 04:51 Charoisaur wrote:On September 19 2015 04:24 WrathSCII wrote:On September 19 2015 04:18 Big J wrote: so blizzard lets the community bully them around once more. With these kind of updates... They are literally asking for it. "We saw the poll but screw it, we are keeping things what WE like" That's what every game designer should do, 99% of the community know NOTHING about game design. They think without macro mechanics the game will be better because ... they think so. So if blizzard actually listens to the community and removes mms and once the meta settles it becomes clear that it has made the game completely boring and stale ... guess who gets blamed for it? Surely not the community. As a game designer you have to do what is best for the game. NOT what the community thinks is best for the game. Or maybe it's because it was tested and the majority of people (not whiney terrans) enjoyed it much better. I haven't been able to get back into the game since they put them back in. ( compared to playing 25 games ish a week during th beta otherwise)
Same here.
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So, just like auto inject, this was something that we decided to change because the cool factor of having easy access to offensive warp-ins without having teched to something didn’t outweigh the negative perception that it was creating.
This is probably one of the dumbest things I have ever read. Worst fucking comparison. How on earth can someone be as stupid and incompetent.
Guess I shouldn't expect better from the guy who thought nerfing mines and buffing tanks would add more diversity and maintain balance even though basic logic would tell us otherwise.
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On September 19 2015 04:49 Jaedrik wrote: Looks like I won't be purchasing LotV. Sad, really. The macro mechanics aren't fun unless perfectly automated.
Auto mechanics were complete trash and the worst of both worlds for both improving the flow of the game and keeping mechanical skill level high.
Like if you wanted the worst possible version of sc2, it's the auto mechanics version. No boosters>manual boosters>>>>>>> auto shit
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I keep posting that the old Blizzard would delay a game this unfinished instead of band-aiding it while rushing it out the door. It seems like they have all but given up on balancing LotV on the pro level while the Kespa players are still playing HotS so they are rushing to release immediately the moment the current season's done in Korea.
I do see the reasoning but they could have just set a release date before the start of next season. That might give them an extra month or two of possible design changes while getting the top Koreans to participate in the beta.
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On September 19 2015 04:59 Hider wrote:Show nested quote +So, just like auto inject, this was something that we decided to change because the cool factor of having easy access to offensive warp-ins without having teched to something didn’t outweigh the negative perception that it was creating. This is probably one of the dumbest things I have ever read. Worst fucking comparison. How on earth can someone be as stupid and incompetent. Guess I shouldn't expect better from the guy who thought nerfing mines and buffing tanks would add more diversity and maintain balance even though basic logic would tell us otherwise.
I had to reread a lot of what he wrote because it just sounded dumb and it was =\
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On September 19 2015 04:37 Kyrth wrote:Show nested quote +Zerg 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.
Well, at least they are up front about their reasoning. I suppose I will just enjoy single player, just like I did with HOTS.
I understand the logic to some degree as well, but my issue with it is that should queen injects really be what defines a good and bad zerg player? Really? Like I get we want to know what makes someone a pro and what doesn't, but I guess either way I'm not that impressed just because some player has memorized to do a key cycle every 45 seconds.
By all means create difficult features to the game that allow the pro players to show their skill. But I just don't equate being good at injects to being good at macro. It isn't the same thing to me. Zerg macro is about managing your bases, when to make drones and when to make units, making the right unit compositions and being able to switch tech paths/units at the right time.
Make the zerg manage their macro and economy in ways that show a combination of intelligence and mechanics, not repetitive acts.
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On September 19 2015 05:06 GDI wrote:Show nested quote +On September 19 2015 04:59 Hider wrote:So, just like auto inject, this was something that we decided to change because the cool factor of having easy access to offensive warp-ins without having teched to something didn’t outweigh the negative perception that it was creating. This is probably one of the dumbest things I have ever read. Worst fucking comparison. How on earth can someone be as stupid and incompetent. Guess I shouldn't expect better from the guy who thought nerfing mines and buffing tanks would add more diversity and maintain balance even though basic logic would tell us otherwise. I had to reread a lot of what he wrote because it just sounded dumb and it was =\
Yes: Auto-injects = Reduces learning barrier and makes it possible for players to focus more on micro. Offensive warp-ins = Reduces defenders advantage, makes the game more volatile, increases learning barrier.
That's almost as different as it can be. Why is David Kim so worried about perception now? Everyone has complained about the lack of tank-based mech being viable for five years, and David Kim doens't give a shit about that.
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On September 19 2015 04:51 Charoisaur wrote:Show nested quote +On September 19 2015 04:24 WrathSCII wrote:On September 19 2015 04:18 Big J wrote: so blizzard lets the community bully them around once more. With these kind of updates... They are literally asking for it. "We saw the poll but screw it, we are keeping things what WE like" That's what every game designer should do, 99% of the community know NOTHING about game design. They think without macro mechanics the game will be better because ... they think so. So if blizzard actually listens to the community and removes mms and once the meta settles it becomes clear that it has made the game completely boring and stale ... guess who gets blamed for it? Surely not the community. As a game designer you have to do what is best for the game. NOT what the community thinks is best for the game.
I agree that it is the designers job to do what is best for the game.
Problem is, with this decision, they did not do what was best for the game, rather they bent to community complaints.
Look at the reasoning they state in this update... they did it because of the "negative perception".... NOT because it was the best design for the game... but because of what people THOUGHT, their PERCEPTION!
Goes to show the problem I've had this whole time... They are aware the design good, they stated it in last weeks update that they know this version is inferior. But they chose to not care about the best design, but try to please those people who are saying negativity and "perceptions" that are not even true!!
Following these last couple months of updates has been so damn frustrating... The primary reason? Because the developers won't even stick with a direction of their game design goals. Of course potential changes need iterations, but these are changes of the design goals and direction of the game. They say one thing then go another... Look at the update before last, talking about their happy with the direction. Now their leaning the other direction because of "negative perception"??? So we go from, the best direction for the game, to worrying about players perceptions.
Wouldn't be half as bad if those perceptions were actually true... but they were false beliefs. So in the end, LotV is going to be a worse designed game, only for false beliefs????
And they wonder why SC2 is not thriving like it should be and losing far more players than they gain...
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On September 19 2015 05:12 Hider wrote:Show nested quote +On September 19 2015 05:06 GDI wrote:On September 19 2015 04:59 Hider wrote:So, just like auto inject, this was something that we decided to change because the cool factor of having easy access to offensive warp-ins without having teched to something didn’t outweigh the negative perception that it was creating. This is probably one of the dumbest things I have ever read. Worst fucking comparison. How on earth can someone be as stupid and incompetent. Guess I shouldn't expect better from the guy who thought nerfing mines and buffing tanks would add more diversity and maintain balance even though basic logic would tell us otherwise. I had to reread a lot of what he wrote because it just sounded dumb and it was =\ Yes: Auto-injects = Reduces learning barrier and makes it possible for players to focus more on micro. Offensive warp-ins = Reduces defenders advantage, makes the game more volatile, increases learning barrier. That's almost as different as it can be. Why is David Kim so worried about perception now? Everyone has complained about the lack of tank-based mech being viable for five years, and David Kim doens't give a shit about that.
The real reason auto-injects is horrible is because it does too much for the zerg. It's like giving terran auto mules AND auto-build production buildings. Zerg doesn't have to build a base like terran and protoss; They have to do their entire macro is done with injects, overlords and expanding. When you make injects automatic you're only giving zerg the responsibility of building overlords and expanding which is stupid easy.
Yeah but the way he worded that made me lose faith in the next 2 months and beyond.
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Goes to show the problem I've had this whole time... They are aware the design good, they stated it in last weeks update that they know this version is inferior. But they chose to not care about the best design, but try to please those people who are saying negativity and "perceptions" that are not even true!!
Something you see in other communities is that when ridiclous arguments are being used by famous people they often become memes.
In League of Legends, there was recently a few pro games who defended their fellow progamer as he had obtained a very low soloque (ladder) rank. Analysts identified him as a weak link due to his low rank but progamers stated that "soloque dind't matter", and this was obviously a retarded argument and has since become a big meme on reddit. I would love to see more of that in the Starcraft community. People shouldn't get away with these nonsensical arguments.
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On September 19 2015 05:17 Spyridon wrote:Show nested quote +On September 19 2015 04:51 Charoisaur wrote:On September 19 2015 04:24 WrathSCII wrote:On September 19 2015 04:18 Big J wrote: so blizzard lets the community bully them around once more. With these kind of updates... They are literally asking for it. "We saw the poll but screw it, we are keeping things what WE like" That's what every game designer should do, 99% of the community know NOTHING about game design. They think without macro mechanics the game will be better because ... they think so. So if blizzard actually listens to the community and removes mms and once the meta settles it becomes clear that it has made the game completely boring and stale ... guess who gets blamed for it? Surely not the community. As a game designer you have to do what is best for the game. NOT what the community thinks is best for the game. I agree that it is the designers job to do what is best for the game. Problem is, with this decision, they did not do what was best for the game, rather they bent to community complaints. Look at the reasoning they state in this update... they did it because of the "negative perception".... NOT because it was the best design for the game... but because of what people THOUGHT, their PERCEPTION! Goes to show the problem I've had this whole time... They are aware the design good, they stated it in last weeks update that they know this version is inferior. But they chose to not care about the best design, but try to please those people who are saying negativity and "perceptions" that are not even true!!
the people who dislike mms spew just as much negativity and "wrong" perceptions if not more.
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On September 19 2015 04:55 Ansibled wrote:How are automated macro mechanics 'good design'? It's not so much that automated macro boosters are good design as it is that the current incarnation of macro boosters are inferior design.
The objections go thusly.
#1: A 'good macro', used here to mean the optimization of income and spending, is more powerful, thus more important, than any other skill, strategy and micro being the next two in line, at most levels of play. So, #2: a player who specializes in macro will likely beat players who have comparable levels of all other skills yet inferior macro. #3: the macro boosters do exactly as the name implies, thus are directly responsible for this imbalance.
#4: the macro boosters eat up the precious commodity of actions (such as in APM), therefore anyone who wishes to have good macro must sacrifice their micro and (to a lesser extent, for when using macro skill is sufficiently high the use of boosters becomes optimally rote and costs less thought,) strategy. #5: optimizing the use of boosters is tough because it is a non-intuitive rote that must be ceaselessly hammered to properly learn when to devote thought / actions to the use of boosters and when to devote it to other things. Therefore, macro boosters are directly responsible for the diminishing of micro and strategy.
Automated macro boosters addresses #4 and #5 primarily, thus is superior. However, the removal of the macro boosters would address problems #1-3 as well. But, automated macro boosters provides spectacle and flavor. I believe that problems #1-3 far outweigh the gain from spectacle and flavor.
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I disagree that the races lose their identity and uniqueness. The races in BW seemed more unique and more solidified in their identities in my opinion. I do think utterly removing the mechanics creates way more work for Blizzard than they are capable of by release though. I still think removing them completely is the best thing for the game in terms of actually making a good solid fun RTS.
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On September 19 2015 05:24 Charoisaur wrote:Show nested quote +On September 19 2015 05:17 Spyridon wrote:On September 19 2015 04:51 Charoisaur wrote:On September 19 2015 04:24 WrathSCII wrote:On September 19 2015 04:18 Big J wrote: so blizzard lets the community bully them around once more. With these kind of updates... They are literally asking for it. "We saw the poll but screw it, we are keeping things what WE like" That's what every game designer should do, 99% of the community know NOTHING about game design. They think without macro mechanics the game will be better because ... they think so. So if blizzard actually listens to the community and removes mms and once the meta settles it becomes clear that it has made the game completely boring and stale ... guess who gets blamed for it? Surely not the community. As a game designer you have to do what is best for the game. NOT what the community thinks is best for the game. I agree that it is the designers job to do what is best for the game. Problem is, with this decision, they did not do what was best for the game, rather they bent to community complaints. Look at the reasoning they state in this update... they did it because of the "negative perception".... NOT because it was the best design for the game... but because of what people THOUGHT, their PERCEPTION! Goes to show the problem I've had this whole time... They are aware the design good, they stated it in last weeks update that they know this version is inferior. But they chose to not care about the best design, but try to please those people who are saying negativity and "perceptions" that are not even true!! the people who dislike mms spew just as much negativity and "wrong" perceptions if not more.
I can agree with that.
But the thing that should matter here is the design of the game. Not peoples perceptions.
If the developers of the game are worried more about perceptions than creating a good, fun, well-designed game, do you think that is a good sign...?
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On September 19 2015 05:27 Spyridon wrote:Show nested quote +On September 19 2015 05:24 Charoisaur wrote:On September 19 2015 05:17 Spyridon wrote:On September 19 2015 04:51 Charoisaur wrote:On September 19 2015 04:24 WrathSCII wrote:On September 19 2015 04:18 Big J wrote: so blizzard lets the community bully them around once more. With these kind of updates... They are literally asking for it. "We saw the poll but screw it, we are keeping things what WE like" That's what every game designer should do, 99% of the community know NOTHING about game design. They think without macro mechanics the game will be better because ... they think so. So if blizzard actually listens to the community and removes mms and once the meta settles it becomes clear that it has made the game completely boring and stale ... guess who gets blamed for it? Surely not the community. As a game designer you have to do what is best for the game. NOT what the community thinks is best for the game. I agree that it is the designers job to do what is best for the game. Problem is, with this decision, they did not do what was best for the game, rather they bent to community complaints. Look at the reasoning they state in this update... they did it because of the "negative perception".... NOT because it was the best design for the game... but because of what people THOUGHT, their PERCEPTION! Goes to show the problem I've had this whole time... They are aware the design good, they stated it in last weeks update that they know this version is inferior. But they chose to not care about the best design, but try to please those people who are saying negativity and "perceptions" that are not even true!! the people who dislike mms spew just as much negativity and "wrong" perceptions if not more. I can agree with that. But the thing that should matter here is the design of the game. Not peoples perceptions. If the developers of the game are worried more about perceptions than creating a good, fun, well-designed game, do you think that is a good sign...? They're not worried about perceptions half as much as they're worried about time. They're now bound to nov 10, so expect many things to get far more conservative from now on.
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So DK, you read all the feedback related and just ignore`em? How careful!
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On September 19 2015 05:21 GDI wrote:Show nested quote +On September 19 2015 05:12 Hider wrote:On September 19 2015 05:06 GDI wrote:On September 19 2015 04:59 Hider wrote:So, just like auto inject, this was something that we decided to change because the cool factor of having easy access to offensive warp-ins without having teched to something didn’t outweigh the negative perception that it was creating. This is probably one of the dumbest things I have ever read. Worst fucking comparison. How on earth can someone be as stupid and incompetent. Guess I shouldn't expect better from the guy who thought nerfing mines and buffing tanks would add more diversity and maintain balance even though basic logic would tell us otherwise. I had to reread a lot of what he wrote because it just sounded dumb and it was =\ Yes: Auto-injects = Reduces learning barrier and makes it possible for players to focus more on micro. Offensive warp-ins = Reduces defenders advantage, makes the game more volatile, increases learning barrier. That's almost as different as it can be. Why is David Kim so worried about perception now? Everyone has complained about the lack of tank-based mech being viable for five years, and David Kim doens't give a shit about that. The real reason auto-injects is horrible is because it does too much for the zerg. It's like giving terran auto mules AND auto-build production buildings. Zerg doesn't have to build a base like terran and protoss; They have to do their entire macro is done with injects, overlords and expanding. When you make injects automatic you're only giving zerg the responsibility of building overlords and expanding which is stupid easy. Yeah but the way he worded that made me lose faith in the next 2 months and beyond.
There's that retarded perception he was talking about lmao
Thanks for helping kill auto mechanics at least, despite being clueless
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On September 19 2015 05:25 Motiva wrote: I disagree that the races lose their identity and uniqueness. The races in BW seemed more unique and more solidified in their identities in my opinion. I do think utterly removing the mechanics creates way more work for Blizzard than they are capable of by release though. I still think removing them completely is the best thing for the game in terms of actually making a good solid fun RTS.
That is another complaint that wasn't really true in DK's post either.
The main complaints when they removed macro mecahnics was just that Terran needed to be rebalanced. Not the "races identities being ruined".
Also a change like removing macro mechanics means the units themselves can be buffed since the race does not rely on those mechanics. Which would mean a lot of room to improve uniqueness.
Most people agree wtih you that removing them is the best thing for the game.
But this weeks update proves, without a doubt, that they don't care about the best thing for the game. The perception of players is more important.
This is besides the fact that perception is a "short term" thing... and they are doing long term damage by not choosing the best design...
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This is just so disappointing. All the problems that were there with HoTS still exist in LoTV. Nothing was fixed. The week where they removed macro was the most fun I had playing SC2 and I play terran mostly!! If only they had taken it a bit further and rebalanced it and made zerg macro a little bit more challenging by removing injects altogether... Now I am just hoping for a community mod to gather steam (Starbow ??!!) and tournaments to use it! But knowing how things work I think players will just move to a different game altogether before that happens... I think the big achievement here is that Blizzard managed to string people around for 5+ years and milked $100+ from everyone in the process while doing next to nothing! If this game was named anything except Starcraft this would have bombed on the first version itself!!
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On September 19 2015 04:54 Jaedrik wrote:Show nested quote +On September 19 2015 04:51 Charoisaur wrote:That's what every game designer should do, 99% of the community know NOTHING about game design. They think without macro mechanics the game will be better because ... they think so. So if blizzard actually listens to the community and removes mms and once the meta settles it becomes clear that it has made the game completely boring and stale ... guess who gets blamed for it? Surely not the community. As a game designer you have to do what is best for the game. NOT what the community thinks is best for the game. Nice appeal to authority, bro. I cordially disagree. Removing the macro ( edit: ) BOOSTERS, not mechanics, outright is a far superior option to increase the fun for the vast majority than leaving them as they are. Now, if they were perfectly automated we could have the best of both worlds: the spectacle of race flavor and good design. . Well, DK things keeping macro mechanics is the superior option. Who should I trust? Some random TL scrub with 25 posts or the lead designer of the uncontested number 1 RTS game for the last five years who single-handely kept the RTS genre alive with his brilliant design decisions and the best balance competitive games have ever seen? Hard to decide.
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I fought, I lost, no hard feelings. Bye Starcraft II ¯\_(ツ)_/¯
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On September 19 2015 05:21 GDI wrote:Show nested quote +On September 19 2015 05:12 Hider wrote:On September 19 2015 05:06 GDI wrote:On September 19 2015 04:59 Hider wrote:So, just like auto inject, this was something that we decided to change because the cool factor of having easy access to offensive warp-ins without having teched to something didn’t outweigh the negative perception that it was creating. This is probably one of the dumbest things I have ever read. Worst fucking comparison. How on earth can someone be as stupid and incompetent. Guess I shouldn't expect better from the guy who thought nerfing mines and buffing tanks would add more diversity and maintain balance even though basic logic would tell us otherwise. I had to reread a lot of what he wrote because it just sounded dumb and it was =\ Yes: Auto-injects = Reduces learning barrier and makes it possible for players to focus more on micro. Offensive warp-ins = Reduces defenders advantage, makes the game more volatile, increases learning barrier. That's almost as different as it can be. Why is David Kim so worried about perception now? Everyone has complained about the lack of tank-based mech being viable for five years, and David Kim doens't give a shit about that. The real reason auto-injects is horrible is because it does too much for the zerg. It's like giving terran auto mules AND auto-build production buildings. Zerg doesn't have to build a base like terran and protoss; They have to do their entire macro is done with injects, overlords and expanding. When you make injects automatic you're only giving zerg the responsibility of building overlords and expanding which is stupid easy. Yeah but the way he worded that made me lose faith in the next 2 months and beyond.
You obviously don't play Zerg...
Good job supporting arguments about a subject you know nothing about. Try playing both races for awhile and then say that again...
Just the fact that you compare to Terran muling/production of all races shows how "out there" you are. Mules are the easiest and most rewarding of all the MM. Yeah Terran does take some skill to micro properly, but if we're talking straight macro, aside from a few extra upgrades required Terran is actually far easier to macro with than Zerg.
Hence why reverting to HotS mechanics made me now a Terran player. Stuck with Zerg since BW but I'm tired of playing SC2 with mechanics that feel clunky and poorly designed as shit. I rather play a race with mechanics that feel rewarding.
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On September 19 2015 05:37 Charoisaur wrote:Show nested quote +On September 19 2015 04:54 Jaedrik wrote:On September 19 2015 04:51 Charoisaur wrote:That's what every game designer should do, 99% of the community know NOTHING about game design. They think without macro mechanics the game will be better because ... they think so. So if blizzard actually listens to the community and removes mms and once the meta settles it becomes clear that it has made the game completely boring and stale ... guess who gets blamed for it? Surely not the community. As a game designer you have to do what is best for the game. NOT what the community thinks is best for the game. Nice appeal to authority, bro. I cordially disagree. Removing the macro ( edit: ) BOOSTERS, not mechanics, outright is a far superior option to increase the fun for the vast majority than leaving them as they are. Now, if they were perfectly automated we could have the best of both worlds: the spectacle of race flavor and good design. . Well, DK things keeping macro mechanics is the superior option. Who should I trust? Some random TL scrub with 25 posts or the lead designer of the uncontested number 1 RTS game for the last five years who single-handely kept the RTS genre alive with his brilliant design decisions and the best balance competitive games have ever seen? Hard to decide.
Who do you think you should you trust...
A designer who will do the best move for the game as a whole, working towards the goal of long-term success?
Or
A designer who will base the design of the game on false perceptions of some people in the community?
......
I just wish we had a designer on SC2 who was the first option...
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TEAM LIQUID DOES NOT REPRESENT ALL STARCRAFT PLAYERS
Sure, we are a very vocal community. But I have several friends in Masters who watch pro games all the time and who literally NEVER COME HERE.
A couple of polls here doesn't mean that Blizzard is foresaking their user base.
Blizzard will produce the game the way they want, and you will probably keep playing it. I don't see the point of these "that's it, I'm done with Blizzard forever" posts. You're obviously not, if you're here debating changes to the beta version of a game on a fucking SC2 forum.
The fact that DK is even concerned about the community is great. That he reads TL is even better. But don't feel like he owes you anything.
SC2 is still by a very very very wide margin the best RTS out there and that's not going to change whether macro mechanics are in the game, automatic, manual, or not..
Personally I don't think the macro mechanics are that big of an issue. I'd rather they just leave them as they are in HotS and fix the rest of the multiplayer. If I REALLY wanted to complain about something it would be about how there is still no benefit to being on more than 3 bases at a time (you just mine out bases faster, that's all).
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On September 19 2015 05:43 DinoMight wrote: TEAM LIQUID DOES NOT REPRESENT ALL STARCRAFT PLAYERS
Sure, we are a very vocal community. But I have several friends in Masters who watch pro games all the time and who literally NEVER COME HERE.
A couple of polls here doesn't mean that Blizzard is foresaking their user base.
Blizzard will produce the game the way they want, and you will probably keep playing it. I don't see the point of these "that's it, I'm done with Blizzard forever" posts. You're obviously not, if you're here debating changes to the beta version of a game on a fucking SC2 forum.
The fact that DK is even concerned about the community is great. That he reads TL is even better. But don't feel like he owes you anything.
SC2 is still by a very very very wide margin the best RTS out there and that's not going to change whether macro mechanics are in the game, automatic, manual, or not..
Personally I don't think the macro mechanics are that big of an issue. I'd rather they just leave them as they are in HotS and fix the rest of the multiplayer. If I REALLY wanted to complain about something it would be about how there is still no benefit to being on more than 3 bases at a time (you just mine out bases faster, that's all).
The only thing I think DK owes us, is as a senior designer for this game, he deserves to give us the best damn designed game he is capable of.
He is not doing that when his own words stated in one of the last updates that manual injects are an inferior design, but he is re-implementing them because of the PERCEPTION of some players, regardless of reality and what is best for the games design.
He is not giving us the best design he is capable of... by CHOICE...
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On September 19 2015 04:37 Kyrth wrote:Show nested quote +Zerg 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.
Well, at least they are up front about their reasoning. I suppose I will just enjoy single player, just like I did with HOTS. And I will enjoy better games in MP. I V
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On September 19 2015 05:54 -Archangel- wrote:Show nested quote +On September 19 2015 04:37 Kyrth wrote:Zerg 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.
Well, at least they are up front about their reasoning. I suppose I will just enjoy single player, just like I did with HOTS. And I will enjoy better games in MP. I V
Stop shilling bro, we get it.
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On September 19 2015 05:31 Spyridon wrote:Show nested quote +On September 19 2015 05:25 Motiva wrote: I disagree that the races lose their identity and uniqueness. The races in BW seemed more unique and more solidified in their identities in my opinion. I do think utterly removing the mechanics creates way more work for Blizzard than they are capable of by release though. I still think removing them completely is the best thing for the game in terms of actually making a good solid fun RTS. That is another complaint that wasn't really true in DK's post either. The main complaints when they removed macro mecahnics was just that Terran needed to be rebalanced. Not the "races identities being ruined". Also a change like removing macro mechanics means the units themselves can be buffed since the race does not rely on those mechanics. Which would mean a lot of room to improve uniqueness. Most people agree wtih you that removing them is the best thing for the game. But this weeks update proves, without a doubt, that they don't care about the best thing for the game. The perception of players is more important. This is besides the fact that perception is a "short term" thing... and they are doing long term damage by not choosing the best design...
Well put! I also remember the main complaint being that Terran was at a disadvantage. That's why I assumed that the next patch would be a buff to Terran.
Instead we got Automated Macro.
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On September 19 2015 06:03 AgamemnonSC2 wrote:Show nested quote +On September 19 2015 05:31 Spyridon wrote:On September 19 2015 05:25 Motiva wrote: I disagree that the races lose their identity and uniqueness. The races in BW seemed more unique and more solidified in their identities in my opinion. I do think utterly removing the mechanics creates way more work for Blizzard than they are capable of by release though. I still think removing them completely is the best thing for the game in terms of actually making a good solid fun RTS. That is another complaint that wasn't really true in DK's post either. The main complaints when they removed macro mecahnics was just that Terran needed to be rebalanced. Not the "races identities being ruined". Also a change like removing macro mechanics means the units themselves can be buffed since the race does not rely on those mechanics. Which would mean a lot of room to improve uniqueness. Most people agree wtih you that removing them is the best thing for the game. But this weeks update proves, without a doubt, that they don't care about the best thing for the game. The perception of players is more important. This is besides the fact that perception is a "short term" thing... and they are doing long term damage by not choosing the best design... Well put! I also remember the main complaint being that Terran was at a disadvantage. That's why I assumed that the next patch would be a buff to Terran. Instead we got Automated Macro.
Yeah that's another frustrating thing about all of this...
They CHOSE to go with their own decision of what they think is best, regardless of feedback. And regardless of the obvious fact that the REAL complaints were about Terran needing re balancing (which should be expected when their mechanic and production are heavily mineral based).
Yet in this case, they choose to go with the community perception, rather than what they think is best.
So in one event they go with what they think is best, the other the complete opposite and go with what the community perception is. What is the common denominator here? The changes they choose to go with are what requires the least development time. Right after they announce the release date in under 2 months...
The double-standard makes it obvious what is really going on here..
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Do people honestly believe that auto-inject vs auto chrono/mule implementations doesn't make the game disproportionately easier for zerg?
I see the Supreme Commander macro route as an inevitability in the face of auto-inject and in the words of the balance team it didn't "feel like StarCraft II anymore." And I agree with them if they went that route.
Take a glance through http://nios.kr/sc2/global/1v1/hots/ and click through the various leagues and you'll find that zerg mechanics are not holding back low skilled players relative to their terran/protoss counterparts as well. It's been like that since Wings. If anything auto-inject would make that even worse! That's why I think Supreme Commandercraft would happen as a natural result. Not just for the sake of the top players, but also the bottom.
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On September 19 2015 06:16 TheWinks wrote:Do people honestly believe that auto-inject vs auto chrono/mule implementations doesn't make the game disproportionately easier for zerg? I see the Supreme Commander macro route as an inevitability in the face of auto-inject and in the words of the balance team it didn't "feel like StarCraft II anymore." And I agree with them if they went that route. Take a glance through http://nios.kr/sc2/global/1v1/hots/ and click through the various leagues and you'll find that zerg mechanics are not holding back low skilled players relative to their terran/protoss counterparts as well. If anything auto-inject would make that even worse! That's why I think Supreme Commandercraft would happen as a natural result.
If that were the case, wouldn't GM have been flooded with Zerg players wehn Zerg was automated? If you checked in the last few days there's actually relatively few Zerg in GM...
And by Blizzards own description, they are not doing this to make it "easier" or "harder". If it was about that, and Zerg really was easier in the end, they could make changes accordingly to balance that out. That is a balance decision, not a design decision.
There are major design issues with the MM, which is actually BESIDE many balance issues with MM as well... They are overall unhealthy for the game, both with design and balance, among other things.
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On September 19 2015 06:20 Spyridon wrote:Show nested quote +On September 19 2015 06:16 TheWinks wrote:Do people honestly believe that auto-inject vs auto chrono/mule implementations doesn't make the game disproportionately easier for zerg? I see the Supreme Commander macro route as an inevitability in the face of auto-inject and in the words of the balance team it didn't "feel like StarCraft II anymore." And I agree with them if they went that route. Take a glance through http://nios.kr/sc2/global/1v1/hots/ and click through the various leagues and you'll find that zerg mechanics are not holding back low skilled players relative to their terran/protoss counterparts as well. If anything auto-inject would make that even worse! That's why I think Supreme Commandercraft would happen as a natural result. And by Blizzards own description, they are not doing this to make it "easier" or "harder". If it was about that, and Zerg really was easier in the end, they could make changes accordingly to balance that out. That is a balance decision, not a design decision. There are major design issues with the MM, which is actually BESIDE many balance issues with MM as well... They are overall unhealthy for the game, both with design and balance, among other things. With enough effort, you can balance win rates around practically anything, but that doesn't mean your design is good. You're also primarily balancing at the top and ignoring the rest of the bell curve and most of the players reside in that bell curve. Blizzard should balance around the top, but they have to be cognizant of what's happening at other levels to ensure their game is healthy. I think the ultimate consequences of automatic injects would cause a worse game. I think all races need attention sinks and screen movement that disrupts their attention and army control. You can do something like make zerg a lot weaker because they can devote more attention to army control or create a new mechanic that's as demanding as inject, but I don't think that would be a good idea.
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On September 19 2015 05:50 Spyridon wrote: He is not doing that when his own words stated in one of the last updates that manual injects are an inferior design, but he is re-implementing them because of the PERCEPTION of some players, regardless of reality and what is best for the games design.
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.
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On September 19 2015 06:20 Spyridon wrote:Show nested quote +On September 19 2015 06:16 TheWinks wrote:Do people honestly believe that auto-inject vs auto chrono/mule implementations doesn't make the game disproportionately easier for zerg? I see the Supreme Commander macro route as an inevitability in the face of auto-inject and in the words of the balance team it didn't "feel like StarCraft II anymore." And I agree with them if they went that route. Take a glance through http://nios.kr/sc2/global/1v1/hots/ and click through the various leagues and you'll find that zerg mechanics are not holding back low skilled players relative to their terran/protoss counterparts as well. If anything auto-inject would make that even worse! That's why I think Supreme Commandercraft would happen as a natural result. If that were the case, wouldn't GM have been flooded with Zerg players wehn Zerg was automated? If you checked in the last few days there's actually relatively few Zerg in GM... And by Blizzards own description, they are not doing this to make it "easier" or "harder". If it was about that, and Zerg really was easier in the end, they could make changes accordingly to balance that out. That is a balance decision, not a design decision. There are major design issues with the MM, which is actually BESIDE many balance issues with MM as well... They are overall unhealthy for the game, both with design and balance, among other things.
Dude, you are obsessed with comparing Spawn Larva to MULE. We've had detailed conversations about this. I reviewed them today, actually. They are not comparable. At all. I have a few things for you:
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.
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TEAM LIQUID DOES NOT REPRESENT ALL STARCRAFT PLAYERS
Sure, we are a very vocal community. But I have several friends in Masters who watch pro games all the time and who literally NEVER COME HERE.
What a nonsensical example? So the master leaugers who do not visit Teamliquid represent Starcraft players?
Last time I checked master leaguers were only a small minority.
The point is that you shouldn't look at the minority numbers at all. You should look at the bigger pictures and thus who potentially could play Sc2 more regularly if the game design was improved. On the other hand if you make changes based on "perception" of the minority you'll never make progress.
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On September 19 2015 06:38 Hider wrote:Show nested quote +TEAM LIQUID DOES NOT REPRESENT ALL STARCRAFT PLAYERS
Sure, we are a very vocal community. But I have several friends in Masters who watch pro games all the time and who literally NEVER COME HERE. What a nonsensical example? So the master leaugers who do not visit Teamliquid represent Starcraft players? Last time I checked master leaguers were only a small minority. The point is that you shouldn't look at the minority numbers at all. You should look at the bigger pictures and thus who potentially could play Sc2 more regularly if the game design was improved. On the other hand if you make changes based on "perception" of the minority you'll never make progress.
I'm just saying there are many players of various skill, including masters players, who don't go on TL.
The reason I bring up that they're Masters is because invariably someone will point out that "dead accounts" and bronze leaguers have no idea what they're talking about and that everyone who "is good" is on TL.
False. Many people who care a lot about SC2 and spend a lot of time playing it never share their opinions on TL. Partially because of a small group of trolls that ruins everyone's perception of the community.. always talking about how shitty SC2 is compared to BW and how David Kim should be publicly castrated... those people.
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On September 19 2015 04:49 Jaedrik wrote: Looks like I won't be purchasing LotV. Sad, really. The macro mechanics aren't fun unless perfectly automated.
Bye, please close the door when you exit.
I'm happy they are bringing back macro mechanics and I really enjoy the community updates. I'm convinced they have the absolute right to have their opinion and make decisions that are not popular, after they read the feedback.
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East Gorteau22261 Posts
On September 19 2015 06:38 TimeSpiral wrote:Show nested quote +On September 19 2015 06:20 Spyridon wrote:On September 19 2015 06:16 TheWinks wrote:Do people honestly believe that auto-inject vs auto chrono/mule implementations doesn't make the game disproportionately easier for zerg? I see the Supreme Commander macro route as an inevitability in the face of auto-inject and in the words of the balance team it didn't "feel like StarCraft II anymore." And I agree with them if they went that route. Take a glance through http://nios.kr/sc2/global/1v1/hots/ and click through the various leagues and you'll find that zerg mechanics are not holding back low skilled players relative to their terran/protoss counterparts as well. If anything auto-inject would make that even worse! That's why I think Supreme Commandercraft would happen as a natural result. If that were the case, wouldn't GM have been flooded with Zerg players wehn Zerg was automated? If you checked in the last few days there's actually relatively few Zerg in GM... And by Blizzards own description, they are not doing this to make it "easier" or "harder". If it was about that, and Zerg really was easier in the end, they could make changes accordingly to balance that out. That is a balance decision, not a design decision. There are major design issues with the MM, which is actually BESIDE many balance issues with MM as well... They are overall unhealthy for the game, both with design and balance, among other things. Dude, you are obsessed with comparing Spawn Larva to MULE. We've had detailed conversations about this. I reviewed them today, actually. They are not comparable. At all. I have a few things for you: 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.
It's far from impossible that dedicated fans of the game have ideas that are as valid as those of the game designers themselves. Education and position do not automatically correlate to expertise, even though it's very comfortable to assume that they do.
I absolutely do not think that every poster on TL is a better fit for designing and balancing SCII than Kim and his team are -- in fact, I consider most posters that would pass themselves off as experts to be way out there -- but the idea that they are better designers by merit of simply being designers also cannot stand.
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On September 19 2015 06:06 Spyridon wrote:Show nested quote +On September 19 2015 06:03 AgamemnonSC2 wrote:On September 19 2015 05:31 Spyridon wrote:On September 19 2015 05:25 Motiva wrote: I disagree that the races lose their identity and uniqueness. The races in BW seemed more unique and more solidified in their identities in my opinion. I do think utterly removing the mechanics creates way more work for Blizzard than they are capable of by release though. I still think removing them completely is the best thing for the game in terms of actually making a good solid fun RTS. That is another complaint that wasn't really true in DK's post either. The main complaints when they removed macro mecahnics was just that Terran needed to be rebalanced. Not the "races identities being ruined". Also a change like removing macro mechanics means the units themselves can be buffed since the race does not rely on those mechanics. Which would mean a lot of room to improve uniqueness. Most people agree wtih you that removing them is the best thing for the game. But this weeks update proves, without a doubt, that they don't care about the best thing for the game. The perception of players is more important. This is besides the fact that perception is a "short term" thing... and they are doing long term damage by not choosing the best design... Well put! I also remember the main complaint being that Terran was at a disadvantage. That's why I assumed that the next patch would be a buff to Terran. Instead we got Automated Macro. Yeah that's another frustrating thing about all of this... They CHOSE to go with their own decision of what they think is best, regardless of feedback. And regardless of the obvious fact that the REAL complaints were about Terran needing re balancing (which should be expected when their mechanic and production are heavily mineral based). Yet in this case, they choose to go with the community perception, rather than what they think is best. So in one event they go with what they think is best, the other the complete opposite and go with what the community perception is. What is the common denominator here? The changes they choose to go with are what requires the least development time. Right after they announce the release date in under 2 months... The double-standard makes it obvious what is really going on here..
They totally missed a chance to make Terran what it should be. Strong position units, back by micro oriented harassment. The mule has made Terran play more like Zerg, cheap units streaming across the map. The lack of quality inject across the board has led to Zerg units being stronger than they should be. Losing a queen or missing an inject is so devastating the game has been balanced around that. That's why a Zerg that holds off harass and makes all the early game injects just stream roll. It's all or nothing.
Removing the mechanics and balancing the game would have gotten so much more back and forth action. The game would have played so much smoother. Now we get such extremes. No larva early game, then 1000000 larva late game. Terran mass mule 100000 minerals instantly on one base 30 minutes into the game.
And I am all for creating interesting game mechanics. But who are the people that feel mules and injects are interesting? That's what defines sc2? A super scv and a puking slug?
We should have been fine with the macro mechanics going and then demand more interesting units/features instead.
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On September 19 2015 06:46 Zealously wrote:Show nested quote +On September 19 2015 06:38 TimeSpiral wrote:On September 19 2015 06:20 Spyridon wrote:On September 19 2015 06:16 TheWinks wrote:Do people honestly believe that auto-inject vs auto chrono/mule implementations doesn't make the game disproportionately easier for zerg? I see the Supreme Commander macro route as an inevitability in the face of auto-inject and in the words of the balance team it didn't "feel like StarCraft II anymore." And I agree with them if they went that route. Take a glance through http://nios.kr/sc2/global/1v1/hots/ and click through the various leagues and you'll find that zerg mechanics are not holding back low skilled players relative to their terran/protoss counterparts as well. If anything auto-inject would make that even worse! That's why I think Supreme Commandercraft would happen as a natural result. If that were the case, wouldn't GM have been flooded with Zerg players wehn Zerg was automated? If you checked in the last few days there's actually relatively few Zerg in GM... And by Blizzards own description, they are not doing this to make it "easier" or "harder". If it was about that, and Zerg really was easier in the end, they could make changes accordingly to balance that out. That is a balance decision, not a design decision. There are major design issues with the MM, which is actually BESIDE many balance issues with MM as well... They are overall unhealthy for the game, both with design and balance, among other things. Dude, you are obsessed with comparing Spawn Larva to MULE. We've had detailed conversations about this. I reviewed them today, actually. They are not comparable. At all. I have a few things for you: 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. It's far from impossible that dedicated fans of the game have ideas that are as valid as those of the game designers themselves. Education and position do not automatically correlate to expertise, even though it's very comfortable to assume that they do. I absolutely do not think that every poster on TL is a better fit for designing and balancing SCII than Kim and his team are -- in fact, I consider most posters that would pass themselves off as experts to be way out there -- but the idea that they are better designers by merit of simply being designers also cannot stand.
I worked in the Game Industry for more than ten years (Lionhead, Microsoft, Crytek): what differentiate a professional game designer from a fan is professionalism, not skills as such. Designing a game is not just about having ideas, but also executing them in a very high pressure environment, where there are also forces (economic, political) to deal with. I strongly believe that without actual experience, executing on a game design is something beyond 99.9% of the fans of any game. And again, this is not a matter of skills.
Please believe me that I'm not paying a lip service when I say that from what I read from you, you do have the skills, and with the right experience you would be a great game designer.
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So yeah, we're going back to HotS on mechanics, and for the better if you ask me.
Now balance that damn game
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On September 19 2015 06:44 Fran_ wrote:Bye, please close the door when you exit.
I'm happy they are bringing back macro mechanics and I really enjoy the community updates. I'm convinced they have the absolute right to have their opinion and make decisions that are not popular, after they read the feedback. Aww, you didn't quote my whole post.  Edit: that may be because you quoted it before I edited it. :D
I'll lock the door on my way out. May need to break in through the window later. Of course, they have the absolute right to their opinions, and the sovereign right to make whatever decision concerning their game they wish for it is their property, however it does not mean they are correct. They are in grave error about the merits of the design and flavor of the macro boosters, as they're more accurately called.
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I can't believe we're going back to a far worse MULE system. Great, so now we go back to Terran not needing workers in the late game and being able to drop MULE hammers on new bases. I can't believe they think this is superior design.
I wasn't totally sold on the new macro boosters, but the fact that they are just defaulting back to HotS and saying "we know this isn't great design but its the best we can do" is so disappointing and makes me worry about who's hands this game is in. We have a month left in beta and there are SETTLING FOR MEDIOCRE DESIGN.
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On September 19 2015 07:06 Jaedrik wrote:Show nested quote +On September 19 2015 06:44 Fran_ wrote:Bye, please close the door when you exit.
I'm happy they are bringing back macro mechanics and I really enjoy the community updates. I'm convinced they have the absolute right to have their opinion and make decisions that are not popular, after they read the feedback. Aww, you didn't quote my whole post.  I'll lock the door on my way out. May need to break in through the window later. Of course, they have the absolute right to their opinions, and the sovereign right to make whatever decision concerning their game they wish for it is their property, however it does not mean they are correct. They are in grave error about the merits of the design and flavor of the macro boosters (not mechanics).
Both of you are wrong if you think that blizzard's opinion is that the game is better with the HotS macro boosters. They literally said that their opinion is that there can be better designs, e.g. automated injects. But the community is bullying them with catchphrases like "zerg macro too easy" so that they cannot go through with it.
Sources:
After many discussions, we realized that, at the root of it, it boils down to this: Are we chasing the best design for each of these mechanics or is taking away a skill that players have been practicing for years better for the game in the long-term?
What it boils down to is we think the gain of having auto inject does not outweigh this negative perception that the change creates.
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On September 19 2015 07:16 Big J wrote:Both of you are wrong if you think that blizzard's opinion is that the game is better with the HotS macro boosters. They literally said that their opinion is that there can be better designs, e.g. automated injects. But the community is bullying them with catchphrases like "zerg macro too easy" so that they cannot go through with it. Sources: Show nested quote +After many discussions, we realized that, at the root of it, it boils down to this: Are we chasing the best design for each of these mechanics or is taking away a skill that players have been practicing for years better for the game in the long-term? Show nested quote +What it boils down to is we think the gain of having auto inject does not outweigh this negative perception that the change creates. Oh my, I didn't realize that. Well, they are panderers for allowing the community perception to shape their decisions against rightly ordered game design, and in error for believing that automation is superior design from complete removal, but correct in that they believe automation to be superior design to HotS macro boosters.
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On September 19 2015 07:16 Big J wrote:Show nested quote +On September 19 2015 07:06 Jaedrik wrote:On September 19 2015 06:44 Fran_ wrote:Bye, please close the door when you exit.
I'm happy they are bringing back macro mechanics and I really enjoy the community updates. I'm convinced they have the absolute right to have their opinion and make decisions that are not popular, after they read the feedback. Aww, you didn't quote my whole post.  I'll lock the door on my way out. May need to break in through the window later. Of course, they have the absolute right to their opinions, and the sovereign right to make whatever decision concerning their game they wish for it is their property, however it does not mean they are correct. They are in grave error about the merits of the design and flavor of the macro boosters (not mechanics). Both of you are wrong if you think that blizzard's opinion is that the game is better with the HotS macro boosters. They literally said that their opinion is that there can be better designs, e.g. automated injects. But the community is bullying them with catchphrases like "zerg macro too easy" so that they cannot go through with it. Sources: Show nested quote +After many discussions, we realized that, at the root of it, it boils down to this: Are we chasing the best design for each of these mechanics or is taking away a skill that players have been practicing for years better for the game in the long-term? Show nested quote +What it boils down to is we think the gain of having auto inject does not outweigh this negative perception that the change creates.
I'm convinced they are not being bullied by anyone in making their decisions. Mind you, i don't agree with several decisions they are taking (12 workers for example).
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if they could be bullied DH would be in the game (or at least in the beta), i don't think they were bullied
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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.
Nepotism is a real phenomenon. People who don't deserve jobs frequently get those jobs and then keep those job.
PR is a real marketing tool. People who are the faces of companies can't always be reprimanded because it would make customers lose faith in the product.
Unions, tenure, and contracts exist to prevent - sometimes entirely justified - termination, so long as some criteria are met by an employee.
I'm not saying that all of these things, or even any of these things, apply to anyone on the SC2 dev team. But unless you're privy to some sort of insider information that I'm not, claiming with authority that they don't is hopelessly naive.
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I'm happy we're done with these auto macro mechanics. Now I hope Blizzard will nerf macro mechanics accordingly by reducing the efficiency of mules and chrono (and hopefully do that mass mule nerf that David Kim talked about in one of the other community feedback updates). And please give us back the old chrono, anyone who's actually used the new chrono knows how clunky it is to use. I'll adapt to the new chrono if it gets released with the game without much complaint, but I do think it's fundamentally an inferior design.
But most of all, I hope we're just done with macro mechanic changes in general. I'd much rather Blizzard to focus on making the necessary balance changes before the game goes live. No doubt the game will be broken when it goes live, that's sort of inevitable, but they can certainly reduce the extent of that.
Also, the "OMG NO AUTO INJECTS, I'M NOT PLAYING THIS GAME EVER AGAIN" crowd on the Blizzard forum makes me laugh.
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On September 19 2015 04:18 Big J wrote: so blizzard lets the community bully them around once more. It's actually one of the worst communities of any game.
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On September 19 2015 04:06 WrathSCII wrote:SourceFirst 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. When we tried this, and many of you pointed this out, each of the three races lost a bit of their identity and uniqueness.
this feels so wrong :/
and why the hell haven't they try to remove entirely all macro mechanics (including inject larva) WHILE balancing the game around it
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I'm seeing issues with queued chronoboosts, sounds a bit harder to master than the regular HotS one and I can foresee a lot of newbs using way more chronos on a building than is needed for their unit or upgrades. To be totally honest you just can't beat the old one, the permanent one with 4 seconds isn't terribly bad though if they absolutely have to change it.
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On September 19 2015 07:29 Endymion wrote: if they could be bullied DH would be in the game (or at least in the beta), i don't think they were bullied
Not really. The macro discussion has been a lot bigger than the DH discussion in my perception. And there has been a general positive reception of the LotV "economy" change(s), so the discussion is mainly between "that one change people like" or "that other change people might like more".
Most importantly though, at the end of the day the negative reception for not-doing a change will always be much less severe than the negative reception for doing a change. Or in other words, it is always harder to take something away, than to not give something.
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On September 19 2015 07:37 ROOTFayth wrote:Show nested quote +On September 19 2015 04:06 WrathSCII wrote:SourceFirst 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. When we tried this, and many of you pointed this out, each of the three races lost a bit of their identity and uniqueness. this feels so wrong :/ and why the hell haven't they try to remove entirely all macro mechanics (including inject larva) WHILE balancing the game around it
Far too late in LOTV's development. The game needs to be finalized so it can go gold.
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- For automation, he speaks specifically about Zerg. THe automated Zerg inject is a good design. But I am actually very happy with the new implementation, so it's ok. I like my 4th larvae back. And macroing is not a big distraction in the lategame with the macro rhythm now being adaptable. For those reasons I prefer the new design as a Zerg over automation; the quelling of the vast insane community is needed but the change is ok regardless.
-During the no macro mechanics patch every game was triple hatch, CC 1st, Nexus 1st. There was no ability to be aggressive early. The metagame became very bland very quickly. I noticed this myself, he's just reaffirming what I know.
The MULE still needs fixing in the late game; it would really be best if the MULE / scan / calldown supply were all on the same cooldown timer and energy was removed. Chronoboost ... As a Zerg I like the new version because early aggression seems much weaker. On the other hand Chrono becomes easier for toss to use throughout the rest of the game, disproportionate with the other mechanics.
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On September 19 2015 07:14 SetGuitarsToKill wrote: I can't believe we're going back to a far worse MULE system. Great, so now we go back to Terran not needing workers in the late game and being able to drop MULE hammers on new bases. I can't believe they think this is superior design.
I wasn't totally sold on the new macro boosters, but the fact that they are just defaulting back to HotS and saying "we know this isn't great design but its the best we can do" is so disappointing and makes me worry about who's hands this game is in. We have a month left in beta and there are SETTLING FOR MEDIOCRE DESIGN.
according to Sigaty's WCS interviews Blizzard will continue making major post-release adjustments to the multiplayer and likened the scale of those changes to how much they changed Diablo3 after it was released.
so i wouldn't sweat it... no need to declare the sky is falling.. cause it ain't
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"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."
HAHAHA.
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.
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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."
HAHAHA.
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.
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.
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On September 19 2015 08:03 Garemie wrote: 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.
This was never tested. Inject was never removed.
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I'm in favor of removing macro mechanics, but my guess is that they realized these were cornerstone to how the game was designed. There're so many harass units and the game is so much more mechanically acessible than BW that you kind need these boosters to get back into the game. During the no macro mechanics patch a hellion runby, liberator harass, banshee, DT, disruptor drop, etc,. would end the game right then and there if it did damage.
If they did remove it they'd have to completely redesign the game from the ground up with units, timings, compositions (just look at terran bio), etc., and they simply didn't have the time to do it, which is very, very unfortunate.
In an alternate timeline they do this and LotV grows to be more popular than soccer and is played for the next 100 years, but not on our universe.
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On September 19 2015 08:20 phfantunes wrote: I'm in favor of removing macro mechanics, but my guess is that they realized these were cornerstone to how the game was designed. There're so many harass units and the game is so much more mechanically acessible than BW that you kind need these boosters to get back into the game. During the no macro mechanics patch a hellion runby, liberator harass, banshee, DT, disruptor drop, etc,. would end the game right then and there if it did damage.
If they did remove it they'd have to completely redesign the game from the ground up with units, timings, compositions (just look at terran bio), etc., and they simply didn't have the time to do it, which is very, very unfortunate.
In an alternate timeline they do this and LotV grows to be more popular than soccer and is played for the next 100 years, but not on our universe. I somehow doubt that the secret to the success of LotV lies in macro boosters vs no macro boosters.
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How is this community so against the decisions on macro mechanics? I don't understand it's like we're dealing with mass autism. The rational for the decisions is there, it seems to just flow over peoples heads. The community has already pushed aside what's considered by the developers a superior design Zerg autoinject through outcry. It's reaching the point mass ignorance is interfering with game design. Just shut up and focus on understanding the changes; if you don't understand the game than learn your place and pay attention more. If you disagree than put fourth a sound argument, and make sure it's sound; and make sure it addresses all aspects of the problem and isn't one sided. And be civil about it.
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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 ><
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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.
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On September 19 2015 08:07 [PkF] Wire wrote:Show nested quote +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."
HAHAHA.
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.
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.
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On September 19 2015 08:54 Garemie wrote:Show nested quote +On September 19 2015 08:07 [PkF] Wire wrote: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."
HAHAHA.
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.
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.
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. ;<
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On September 19 2015 08:21 Ansibled wrote:Show nested quote +On September 19 2015 08:20 phfantunes wrote: I'm in favor of removing macro mechanics, but my guess is that they realized these were cornerstone to how the game was designed. There're so many harass units and the game is so much more mechanically acessible than BW that you kind need these boosters to get back into the game. During the no macro mechanics patch a hellion runby, liberator harass, banshee, DT, disruptor drop, etc,. would end the game right then and there if it did damage.
If they did remove it they'd have to completely redesign the game from the ground up with units, timings, compositions (just look at terran bio), etc., and they simply didn't have the time to do it, which is very, very unfortunate.
In an alternate timeline they do this and LotV grows to be more popular than soccer and is played for the next 100 years, but not on our universe. 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)
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On September 19 2015 08:56 CheRRyKiTTy wrote:Show nested quote +On September 19 2015 08:54 Garemie wrote:On September 19 2015 08:07 [PkF] Wire wrote: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."
HAHAHA.
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.
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. 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
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On September 19 2015 08:54 Garemie wrote:Show nested quote +On September 19 2015 08:07 [PkF] Wire wrote: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."
HAHAHA.
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.
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.
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.
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So they are not sure about balance cause koreans are playing HotS and they can't analyze. So why forcing the 10th of November? No Open Beta? Other betas had months and months of open beta... WTF...
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On September 19 2015 08:42 CheRRyKiTTy wrote:Show nested quote +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.
This. Pretty much voiced my major complain against David Kim now.
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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
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I don't pretend to know exactly how to solve the problems in Starcraft 2, but I think that it's fairly easy for most people to at least identify the problems themselves, and to see the results of the problems as they continue to be unresolved.
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?
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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.
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LotV = HotS with 12 workers start. Nice "new" game blizzard.
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What I don't get is why people thing their ideas will resolve the problems they see. Specifically:
"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".
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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.
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I'm disappointed that they are rushing this out as the final product.
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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.
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On September 19 2015 11:36 paralleluniverse wrote:Show nested quote +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. 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.
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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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On September 19 2015 08:42 CheRRyKiTTy wrote:Show nested quote +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. They are not the the best team but we are the team we have, so deal with it. No on cares if you like the game, no one cares if you hate it, you have a choice, take it or leave it. Better yet, If you think they suck, try applying to them and think of something that deals with ALL aspects of the game. for example: If I do A, will it affect B and C, if no then lets try it, if not how do I change B and C in order to compensate for such a change. Also, how do I make it fair for 3, NOT 2 races... God you guys that are complaining think you're some god-damn genius, that you guys can do better. If you can, prove us wrong; if you cant, the least you guys SHOULD do is be whiny fuckers and complain all the time, some of you want Terran better, some of you want Protoss better, some of you want Zerg to be easier, some of you dont care, some of you want everything to be balanced, and some of you whine but never give solutions So if you are Blizzard, who should you Cater to??????? Huh???? The people who whine? LOL, I'll be damned if they ever do that. This community is very close to poisoning David's mind, and clouding his judgementfor WHAT IS BEST FOR THE GAME! not what you THINK is best for the game. Seriously, if you guys don't have constructive helpful ideas, just shut the fuck up, nobody wants to hear you guys whine, so salty and poisonous And If David Kim actually listens to one of you, you guys should be happy, not like ' fking David Kim Finally listens', you're not his Boss, Why the fuck should he listen to us? We buy the game, sure, but do any of us who whine all the time have any idea how to design a game? maybe a couple, but most of us don't know how to design a game
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On September 19 2015 10:13 JimmyJRaynor wrote:Show nested quote +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 WoW is also made by Blizzard, they have the best RTS AND (MMO) RPG games.
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Australia12814 Posts
Wow has turned to utter shit, and there's no competition at all on the rts front.
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Lol at some people actually thinking blizzard "pretended" to make big changes like they tried to fool everybody.
Could you be any more dramatic or retarded. They definitely were trying, they just ran out of time it seems.
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My biggest problem with this patch, is that late game mule has ALWAYS been a problem... that they addressed last patch in a very graceful way... So why revert that and then not address it at all?
I'm just gonna come out and say it... that's fucking ridiculous.
There are plenty of ways to deal with it, many listed in these forums. For example, a casting radius for the CC.
Done... that fucking simple. Jesus fucking christ lol. Just fucking do something about it... Like one fucking day of code and you win the grand prize. No test needed, because everyone knows it's excessive as fuck
Blizzard, I love your games... I love that you made 3 sc2 games and I hope one day there is an sc3.
But this whole process... I just don't understand. It's a beta for our feedback, but then I'm pretty sure nobody wanted late game mule hammer. You fix, but then unfix and leave the worst part of it (which is clearly fixable, not even much effort required). At least just come out in your weekly statement and say, "we like the mule hammer, we will keep it." That is at least something I can logically understand, even if I can't get behind it.
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United States12231 Posts
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.
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Y'all are nerds. Lets calm down here.
Everyone is acting like all balance work and design tweaks are going to stop on 11/10/15.
Let Blizzard do their job -- provide the feedback with a level head, and hope for the best. If you don't like the end product, don't buy it. But don't forget that changes can still be made, and this level of insight / communication is still a good thing for the game.
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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.
I don't think this is a case of fear/reaction to backlash. I sure hope blizzard is aware we will eventually get used to whatever changes come our way.
Blizzard has been trying to address the issue SC2 has had since WoL- there is a constant level of high mechanical difficulty, one that overrules most other aspects of the game. Blizzard wanted to shift the focus from mechanical mastery, to strategic and executive mastery. While most would argue the ladder is better, I'm leaning more towards the idea of mechanical focus. I'd offer my points on this, but that's not the point.
Starcraft 2 has been around for 5 years now (How many games are still even talked about 5 years later?), I believe blizzard has stated a desire for 10 years of SC2. That said, is adjusting a major part of the games identity halfway through its lifetime really the best decision?
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On September 19 2015 14:04 Little-Chimp wrote: Lol at some people actually thinking blizzard "pretended" to make big changes like they tried to fool everybody.
Could you be any more dramatic or retarded. They definitely were trying, they just ran out of time it seems.
They literally derped around the first 3 months and started doing something massive at the last month, But sadly somehow unexpectedly they ran out time. So sad...
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On September 19 2015 14:25 Excalibur_Z wrote: 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.
DK's talk of players' perception of auto-Inject Zerg "seeming easy" is nothing more than transparent PR lingo. Blizzard's phrasing is always couched with weak language like "slightly" and "seeming."
Look no further than the pro player summit, where Protoss being "slightly easier" to master resulted in the near termination of the Colossus, a dismantling of the Protoss deathball, and a complete rework to Protoss offense.
I think that it's safe to assume that the dev team believes auto-Inject Zerg to be too easy to macro.
If I'm wrong, they aren't merely fear-driven, they're delusional, too, because reverting macro mechanics back to Heart of the Swarm won't make people who already think Terran is a harder race rethink that policy.
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I guarantee that the new warp prism pick up will be taken out 2 weeks into game..... any cat and mouse dynamic is really in fact terrible design
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also name one game/sport that succeeded with pro-level in mind first...
this is logic people not any sort of fanboyism
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On September 19 2015 04:49 Jaedrik wrote: Looks like I won't be purchasing LotV. Sad, really. The macro mechanics aren't fun unless perfectly automated.
Amazing how divided the community is.
I for one wouldn't like macro mechanics being automated. It feels like cheating even, to me. And then there are people like you, most likely bronze-silver players who loves the idea of having everything automated for them so they can only focus on their army. But I really think that's the wrong direction, as on the highest level, two professional players focusing only on their army will be a very bad thing. On that level, player's micro mechanics and positioning are close to flawless, which means you need other mechanics in the game to separate the two and actually determine who the better player is.
You have to realize that good players WANT to do more things than just control their army. StarCraft is beautiful that way - there's ALWAYS something you can do better/faster. Macro mechanics help that further, raising the skill ceiling and helps the better player actually show that he is better.
I wonder, a year ago, would people like you not purchase the next expansion if everything wasn't automated? Isn't that a very new concept? I mean the sentence sounds really really weird to me. "I won't purchase LotV unless the macro mechanics are fully automated". That sounds so uber weird to me.
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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.
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I Love the new patch and the slight tweaks. I can not understand how anyone was truly happy with "auto inject".
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On September 19 2015 17:30 KT_Elwood wrote: I Love the new patch and the slight tweaks. I can not understand how anyone was truly happy with "auto inject".
What part of "No inject" you don't understand? No one wants auto inject. They don't want inject at all.
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On September 19 2015 17:50 WrathSCII wrote:Show nested quote +On September 19 2015 17:30 KT_Elwood wrote: I Love the new patch and the slight tweaks. I can not understand how anyone was truly happy with "auto inject". What part of "No inject" you don't understand? No one wants auto inject. They don't want inject at all.
Hmm, actually lots of people have said that they want everything automated, in this very thread, which means auto-mule, auto-inject etc.
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On September 19 2015 17:50 WrathSCII wrote:Show nested quote +On September 19 2015 17:30 KT_Elwood wrote: I Love the new patch and the slight tweaks. I can not understand how anyone was truly happy with "auto inject". What part of "No inject" you don't understand? No one wants auto inject. They don't want inject at all.
Auto inject is still better than manual inject. It's like making a reactor: You make the reactor, you get another production queue. End of story. You don't have to click on the reactor every minute to maintain that second queue. Nope. You just build that reactor once and it does its job until it is sniped. Automation is everywhere anyways, it is necessary. Otherwise you would be sitting around and manually returning minerals from your workers all game long and units/buildings wouldn't automatically produce after giving the order.
Just reduce the maximum larva-storage on hatcheries to something like 3, 4 or 5 with it. Insta remaxes should be nerfed anyways and this ensures that the zerg player has to use his production queues or lose out on production after half a minute of not producing, the same way the other races work.
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On September 19 2015 17:30 KT_Elwood wrote: I Love the new patch and the slight tweaks. I can not understand how anyone was truly happy with "auto inject". +1
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On September 19 2015 18:12 Haighstrom wrote:Show nested quote +On September 19 2015 17:30 KT_Elwood wrote: I Love the new patch and the slight tweaks. I can not understand how anyone was truly happy with "auto inject". +1
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 .
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On September 19 2015 14:22 ShambhalaWar wrote:My biggest problem with this patch, is that late game mule has ALWAYS been a problem... that they addressed last patch in a very graceful way... So why revert that and then not address it at all? I'm just gonna come out and say it... that's fucking ridiculous. There are plenty of ways to deal with it, many listed in these forums. For example, a casting radius for the CC. Done... that fucking simple. Jesus fucking christ lol. Just fucking do something about it... Like one fucking day of code and you win the grand prize. No test needed, because everyone knows it's excessive as fuck Blizzard, I love your games... I love that you made 3 sc2 games and I hope one day there is an sc3. But this whole process... I just don't understand. It's a beta for our feedback, but then I'm pretty sure nobody wanted late game mule hammer. You fix, but then unfix and leave the worst part of it (which is clearly fixable, not even much effort required). At least just come out in your weekly statement and say, "we like the mule hammer, we will keep it." That is at least something I can logically understand, even if I can't get behind it. +1
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On September 19 2015 14:04 Little-Chimp wrote: Lol at some people actually thinking blizzard "pretended" to make big changes like they tried to fool everybody.
Could you be any more dramatic or retarded. They definitely were trying, they just ran out of time it seems. it's the same as backseat do-nothing wannabe political pundits who spout vitriol about the state of politics and politicians on facebook but don't actually do anything about it. having something/someone to blame and cast as a scheming villain makes them feel better about their powerlessness and irrelevance, so they try to take on imaginary authority with insane exaggerations about how blizzard is trying to scam us out of money, they don't care about their game, they're incompetent morons, etc.
i have an enormous amount of respect for the people doing these jobs at blizzard who have personal attacks and demands for their termination posted on the internet hundreds of times per day just because people don't like the specifics of how a very fun, high-quality computer game is designed. the entitlement in this community makes me want to laugh and vomit at the same time
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On September 19 2015 04:36 Clonester wrote: Teamgames: Just introduce push-to-talk like in CS:GO
Yes, that can be very annoying with random teammates just like in CS:GO. But with a easy "mute this guy"-option, this problem is mostly fixed. Pinging is just a gimmick, give us a easy to use option to talk with out teammates. Or the chaos in RTs continues.
I know there is Ptt in the game, but nobody every uses it: muting is complicated, it is hidden deep in the systems and I have never found one else using it. Now they make new ping systems instead of pushing the players for talking with each other.
And for F-Word-sake stop queeing random teams against premade teams. You did not due this in Warcraft III over 10 years ago, why do you do this in Starcraft II since 5 years. It is one of the greatest killing point for casual team games. And yes, 1v1 competitive is just not for everybody, 4v4 scene in Warcraft was gigantic, in SC II its much worse: RT vs premades, the stupid maps, zero communication...
David, do it!
Lol. Pinging is not a gimmick. I don't know why people overuse that word so much.
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This week, we also wanted to discuss the last phase of the beta. The decision on what to do with the macro mechanics will be one of the last design changes to the game, so we'll be focusing on balance tuning
Really disappointed to read this. LotV will be another HotS after all. So much potential unused.
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On September 19 2015 18:15 Musicus wrote:Show nested quote +On September 19 2015 18:12 Haighstrom wrote:On September 19 2015 17:30 KT_Elwood wrote: I Love the new patch and the slight tweaks. I can not understand how anyone was truly happy with "auto inject". +1 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  . Although I'm Zerg, so all I care about is having my mechanics back (yay), I do agree - I quite liked the concept of the Terran mule range limit to cap mass muling in the late game. I feel like 8 mules on a scrappy last minute base is still going to be a problem.
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The amount of clicks while macro are only really relevant for the race zerg and the reason why is because zerg requires only a-click and zero unit micro skill.
Chronoboost is fine and I guess so are MULEs.
But I like the beta macro mechanics also.
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On September 19 2015 19:48 Powerfusion wrote: The amount of clicks while macro are only really relevant for the race zerg and the reason why is because zerg requires only a-click and zero unit micro skill.
Chronoboost is fine and I guess so are MULEs.
But I like the beta macro mechanics also.
Bringing in balance whine into this isn't going to do anything.
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Sc2 dead game to people with lives. And those that don't want to play MOBAs instead? I guess alternative RTS games are needed. Thank god for Act of Aggression.
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On September 19 2015 20:17 -Archangel- wrote: Sc2 dead game to people with lives. And those that don't want to play MOBAs instead? I guess alternative RTS games are needed. Thank god for Act of Aggression.
If SC2 is dead, then wat is AoA?
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On September 19 2015 19:59 KeksX wrote:Show nested quote +On September 19 2015 19:48 Powerfusion wrote: The amount of clicks while macro are only really relevant for the race zerg and the reason why is because zerg requires only a-click and zero unit micro skill.
Chronoboost is fine and I guess so are MULEs.
But I like the beta macro mechanics also. Bringing in balance whine into this isn't going to do anything. i love the "a-click" complaint about zerg too - anyone who plays at a decent level knows zerg still has to position, spread and choose where to engage like any other race, which takes a lot of APM if you're doing it correctly and is really more relevant to skill at using your army than small group micro. you can't have a race whose entire midgame is based on having higher numbers of inferior tech units and expect players to go around clicking individual zerglings during a fight.
it's not like terrans below maru level have to "split" or do tryhard micro in tvp - it's about positioning, engagements and multitasking. which is fine, it's not a dig against terrans, that's how the game works. picking up marauders in medivacs is cute and helps if you have the skill, but it's not how games are generally won. the obsession with single/few unit micro always really confuses me from the same fanbase who quivers in fear of the game becoming a MOBA
i guess some people will never be able to live with an asymmetrical design where not every race has to practice the same exact mechanics to be good.
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On September 19 2015 20:18 KeksX wrote:Show nested quote +On September 19 2015 20:17 -Archangel- wrote: Sc2 dead game to people with lives. And those that don't want to play MOBAs instead? I guess alternative RTS games are needed. Thank god for Act of Aggression. If SC2 is dead, then wat is AoA? Nicely dressed up zombie
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On September 19 2015 20:18 KeksX wrote:Show nested quote +On September 19 2015 20:17 -Archangel- wrote: Sc2 dead game to people with lives. And those that don't want to play MOBAs instead? I guess alternative RTS games are needed. Thank god for Act of Aggression. If SC2 is dead, then wat is AoA? some stillborn child
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On September 19 2015 20:17 -Archangel- wrote: Sc2 dead game to people with lives. you sound like my ladder opponents when i win and they're a lower league than i am the "you only won because you must have no life and play more than me" defense
never really understood the argument tbh. if you have crappy injects/mechanics and "have a life" but you want to play what's the issue with just being a mid leaguer and winning 50/50 against other mid leaguers? surely someone "with a life" isn't so invested in the idea of skill rankings that it ruins the experience?
thing is you don't even need insane mechanics to make it to masters. i've met plenty of players better than i am who had ~100 apm, and there are certainly masters/GMs who have lives and hardly play that much at all. you just have to have a game plan and do things in a certain order, even in HOTS. maybe you need to let go of the illusion that you have to practice 10 hours a day for anything except WCS level play?
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I'm fine with Hots MM, so yeah, i don't mind if they reverse all the MM of Lotv to Hots version. It's already too late. Just ignore the MM and enjoy the new early, mid, late Lotv game.
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the amount of (somewhat concealed) hate Archangel brings into every lotv-related discussion is too damn high... we get it, u are disappointed in sc2, get over it already
i myself havent played beta so cant argue for or against macro thingies... however, when i first started playing sc2 years ago, without prior exposure to multiplayer rts, things like mules seemed very unintuitive to me and like they didnt belong. i was happy they would remove them, and was hoping for removal of other stuff that are simply put bad design (i was gonna go into detail about this, but honestly there is no point with less than 2 months before release)
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On September 19 2015 10:13 JimmyJRaynor wrote:Show nested quote +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
They are the best because they made an average rts without any competition? They didn't make a single new/unique thing in sc2.
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For example, offensive warp-ins was not something that was unbeatable, and it wasn’t a strategy that allows low skilled players to beat pro players on a consistent basis. In Protoss matchups, we saw better players winning games. However, it has been seen by players and our community as a strategy that just makes Protoss play gimmicky and less skillful.
it's joke, do you think that? really? ya honestly terran can defense warp-ins use to viking mine marine turret and bunker but if protoss dont play warp-ins how can terran win? they just make robotics and than make third nexus but terran player should make viking turret etc. that is problem if one strategy over power really hard to defense other thing i played lotv really many time that is true , warp prism is over power now blizzard must nerf that
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On September 19 2015 21:43 oGsTOP wrote: For example, offensive warp-ins was not something that was unbeatable, and it wasn’t a strategy that allows low skilled players to beat pro players on a consistent basis. In Protoss matchups, we saw better players winning games. However, it has been seen by players and our community as a strategy that just makes Protoss play gimmicky and less skillful.
it's joke, do you think that? really? ya honestly terran can defense warp-ins use to viking mine marine turret and bunker but if protoss dont play warp-ins how can terran win? they just make robotics and than make third nexus but terran player should make viking turret etc. that is problem if one strategy over power really hard to defense other thing i played lotv really many time that is true , warp prism is over power now blizzard must nerf that At last someone says that. Warp prism is hugely imbalanced in LotV. I think energy based warp-ins could help.
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hm I wanna see LotV double designed ! without community input and with ! Would be an interesting project. But I guess people would play on the community game, just because they refuse to accept it.
On September 19 2015 21:17 Klowney wrote:Show nested quote +On September 19 2015 10:13 JimmyJRaynor wrote: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 They are the best because they made an average rts without any competition? They didn't make a single new/unique thing in sc2.
Yupp "Mana" based Macro Boosters were totally a thing in rts games before.  No idea if the are the best, but Warcraft 3 led to an rts gold rush, which ended in a few companies even having to close down T.T .
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On September 19 2015 20:18 KeksX wrote:Show nested quote +On September 19 2015 20:17 -Archangel- wrote: Sc2 dead game to people with lives. And those that don't want to play MOBAs instead? I guess alternative RTS games are needed. Thank god for Act of Aggression. If SC2 is dead, then wat is AoA? An opportunity for a fun RTS for people that can only play few games per day.
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On September 19 2015 18:15 Musicus wrote:Show nested quote +On September 19 2015 18:12 Haighstrom wrote:On September 19 2015 17:30 KT_Elwood wrote: I Love the new patch and the slight tweaks. I can not understand how anyone was truly happy with "auto inject". +1 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).
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When Lotv comes out, and everyone hates the new mechanics even though they asked for them, they'll still bash blizzard, thats what a community of whining children does.
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So... could anyone read through Senior Game Designer David Kim's "thoughts" without falling asleep three times?
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step in the right direction
with auto injects zerg went from easy to macro to brainless to macro.
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On September 19 2015 22:49 -Archangel- wrote:Show nested quote +On September 19 2015 20:18 KeksX wrote:On September 19 2015 20:17 -Archangel- wrote: Sc2 dead game to people with lives. And those that don't want to play MOBAs instead? I guess alternative RTS games are needed. Thank god for Act of Aggression. If SC2 is dead, then wat is AoA? 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.
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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.
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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.
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I knew they were going to be stubborn about the godawful macro mechanics, despite the one-sided poll results from the community.
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LotV Beta is a great showing of Blizzard inability to make any kind of fundamental change to their game. They needed to change the men in charge like they did for Diablo3. David Kim is not the man we need anymore if we want this game to be great.
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On September 19 2015 06:34 pure.Wasted wrote:Show nested quote +On September 19 2015 05:50 Spyridon wrote: He is not doing that when his own words stated in one of the last updates that manual injects are an inferior design, but he is re-implementing them because of the PERCEPTION of some players, regardless of reality and what is best for the games design. 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....
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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.
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Its really seems to me that people just dont play zerg so they dont know how hard it is.Try playing it on gm lotv lvl(i am gm zerg on lotv so i know how hard it is) 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
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people that are making such a big deal about the macro mechanics saying that they wont play multiplayer because of it being automated, manual, or removed are generally the crowd of people that won't play multiplayer regardless. as a zerg player i see the benefits of inject automated it allows for the zerg player to be more active on the map but i didn't like how the larva per inject was reduced to 2 then 3 when it was automated it really changed the larva efficiency of early game zerglings. im fine with it being manual if it allows for even the 1 extra larva per inject. some of the irrational arguements and threatening to not play if they are one way or the other seem ridiculous to me.
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I can have the sky is falling mentality sometimes, the truth is that sc2 easily is the best rts out there... hands down, no contest.
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.
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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.
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Harder games have niche markets. It's about having a good curve of reward and investment that doesn't cap out too soon and is fun for beginners. We should stop pretending that every player is in gm and perfectly knowledgeable about the game and cater more to the lower end.
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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...
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On September 20 2015 09:02 K)Vincent wrote:Show nested quote +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...
That is some of the most defective logic I have encountered on TL.
You are gm?
And even if you are, you are still wrong.
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On September 20 2015 09:02 K)Vincent wrote:Show nested quote +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...
About 95% of the people that play or played this game were never mid masters or have since dropped from mid masters. By that logic unless your presently a GM you know nothing of the game?
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On September 20 2015 06:08 Spyridon wrote: 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.
That's not true, though.
Hypothetical scenario time:
Let's invent a brand new WarCraft RTS, Humans vs Orcs. Humans have units and buildings, and Orcs don't. The way Humans win the game is by having perfect macro for twenty minutes straight. The way Orcs win the game is at the end of that twenty minutes, they flip a coin. If the coin comes up heads, Orcs win. If the coin comes up tails, Orcs lose.
Now make Humans really really hard to play. Often Humans will fail to macro properly (50/50) and often Orcs' coinflip will come out tails (50/50), giving us a perfect 50/50 winrate.
Our hypothetical game is perfectly balanced. But it's horrendously designed, because, apart from not being any fun at all, playing Humans takes a shitton of skill, while playing as an Orc doesn't take any skill at all.
Balance CANNOT make up for shitty game design. It's that sort of thinking that actually got us into a lot of the problems we have in SC2 5 years down the line.
"We'll just make a MSC unit that has three one-button solutions for everything that's wrong with the Protoss race!" We all know how that turned out. Photon Overcharge - it doesn't matter how skilled the Protoss is or the Terran is, for the next minute, the Terran cannot attack the Protoss. Recall - it doesn't matter how skilled the Protoss is or the Zerg is, the Protoss can get all of his units out of any surround at the click of a button. Binary outcomes at the touch of a button.
First you make the game mechanically sound. Then you balance it into 50/50 form. Never the other way around. All we've had from WOL to the end of HOTS* was professional 50/50ing, but the game was never mechanically sound across the board to start, and the 50/50 bullshit has just exasperated existing problems, because now that Blizz really wants to fix those problems, what are they supposed to do with the band-aid solutions already in the game? Are they just supposed to remove the MSC? Completely retool it? It's a shitton of extra work, and they don't want to be doing it, so they don't.
*with exception of WMs (more or less successful at forcing Zerg mechanical response) and Oracles (total failure at forcing Protoss not to deathball, because the deathball didn't get any weaker).
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Massively premature release. A little better than HOTS, but the game is still so flawed. There's no way I'll be buying it.
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On September 20 2015 09:13 ShambhalaWar wrote:Show nested quote +On September 20 2015 09:02 K)Vincent wrote: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... That is some of the most defective logic I have encountered on TL. You are gm? And even if you are, you are still wrong. yes I am gm, after 2 years of playing and I want an hard game like BW was, not an easy game
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On September 20 2015 09:02 K)Vincent wrote:Show nested quote +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...
No need to apologize, shitty logic from an unknown random doesn't really hurt me in the feels.
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On September 20 2015 10:07 K)Vincent wrote:Show nested quote +On September 20 2015 09:13 ShambhalaWar wrote:On September 20 2015 09:02 K)Vincent wrote: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... That is some of the most defective logic I have encountered on TL. You are gm? And even if you are, you are still wrong. yes I am gm, after 2 years of playing and I want an hard game like BW was, not an easy game
HOTS gm or LOTV?
What pro team you play on?
I mean if its that easy, you must be like rank 10 or better right?
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On September 19 2015 16:43 sd_andeh wrote:Show nested quote +On September 19 2015 04:49 Jaedrik wrote: Looks like I won't be purchasing LotV. Sad, really. The macro mechanics aren't fun unless perfectly automated. Amazing how divided the community is. I for one wouldn't like macro mechanics being automated. It feels like cheating even, to me. And then there are people like you, most likely bronze-silver players who loves the idea of having everything automated for them so they can only focus on their army. But I really think that's the wrong direction, as on the highest level, two professional players focusing only on their army will be a very bad thing. On that level, player's micro mechanics and positioning are close to flawless, which means you need other mechanics in the game to separate the two and actually determine who the better player is. You have to realize that good players WANT to do more things than just control their army. StarCraft is beautiful that way - there's ALWAYS something you can do better/faster. Macro mechanics help that further, raising the skill ceiling and helps the better player actually show that he is better. I wonder, a year ago, would people like you not purchase the next expansion if everything wasn't automated? Isn't that a very new concept? I mean the sentence sounds really really weird to me. "I won't purchase LotV unless the macro mechanics are fully automated". That sounds so uber weird to me. No, sir, not at all.
Look, I'm no scrub. I don't blame other people or the game for my failures. I don't blame people for cheesing. I will honor the man who plays to win and whoops me with whatever mechanics or boosters there are found in a game. I want my opponent to break my knee backwards and throw sand in my eyes. I'm a Melee lover: camping with puff, chaingrabs, waveshine to jab upsmash or shinespikes, whatever, they're all legit even if I suck at or against them. The only real problem with the universal design of the game is l-canceling, but it doesn't share the first few problems that the macro boosters do that I listed about universal skill imbalance.
I'd much prefer that the macro boosters of SC2 were entirely removed, though.
Sir, if you read the post a few down from the one you quoted ( http://www.teamliquid.net/forum/legacy-of-the-void/495037-community-feedback-update-september-18#14 ), you will see my honest, design-based objections to Blizzard's decision and macro boosters as a whole. I bid you, instead of attacking me or my decisions to do what I please with my money (I've got no special loyalty, nor should anybody, in that sense I'm not part of the "community,") or calling my character into question, take issue with the position I formally hold.
It also happens I believe SC2 in general doesn't have sufficient avenues or deep mechanics to provide good players with enough of the satisfaction and fun that comes with skill mastery, but we should focus on removing the shallow elements of bad design first lest they impede the others with their importance.
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. Masterfully put, sir. :D
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On September 20 2015 09:26 pure.Wasted wrote:Show nested quote +On September 20 2015 06:08 Spyridon wrote: 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. That's not true, though. Hypothetical scenario time: Let's invent a brand new WarCraft RTS, Humans vs Orcs. Humans have units and buildings, and Orcs don't. The way Humans win the game is by having perfect macro for twenty minutes straight. The way Orcs win the game is at the end of that twenty minutes, they flip a coin. If the coin comes up heads, Orcs win. If the coin comes up tails, Orcs lose. Now make Humans really really hard to play. Often Humans will fail to macro properly (50/50) and often Orcs' coinflip will come out tails (50/50), giving us a perfect 50/50 winrate. Our hypothetical game is perfectly balanced. But it's horrendously designed, because, apart from not being any fun at all, playing Humans takes a shitton of skill, while playing as an Orc doesn't take any skill at all. Balance CANNOT make up for shitty game design. It's that sort of thinking that actually got us into a lot of the problems we have in SC2 5 years down the line. "We'll just make a MSC unit that has three one-button solutions for everything that's wrong with the Protoss race!" We all know how that turned out. Photon Overcharge - it doesn't matter how skilled the Protoss is or the Terran is, for the next minute, the Terran cannot attack the Protoss. Recall - it doesn't matter how skilled the Protoss is or the Zerg is, the Protoss can get all of his units out of any surround at the click of a button. Binary outcomes at the touch of a button. First you make the game mechanically sound. Then you balance it into 50/50 form. Never the other way around. All we've had from WOL to the end of HOTS* was professional 50/50ing, but the game was never mechanically sound across the board to start, and the 50/50 bullshit has just exasperated existing problems, because now that Blizz really wants to fix those problems, what are they supposed to do with the band-aid solutions already in the game? Are they just supposed to remove the MSC? Completely retool it? It's a shitton of extra work, and they don't want to be doing it, so they don't. *with exception of WMs (more or less successful at forcing Zerg mechanical response) and Oracles (total failure at forcing Protoss not to deathball, because the deathball didn't get any weaker).
Excellent post. Excellent. Though while most of SC2 has been a complete failure design-wise (and that should come as undeniable to anyone who's played the game since the beginning) they did get some things right tbh. I think the whole Terran race wasn't subject to that many problems over the years and has always been fun to play/watch. Zerg and Protoss have however ranged from barely decent (Zerg most of the time) to god awful horrendous (Protoss all the time). I don't know what to say anymore. I, like a lot of RTS-accustomed people, have been soundly complaining about the game's design ever since 010 and NOTHING substantial has happened. I stopped playing two years ago and have since watched SC2 dig its own grave. I had high hopes for LotV when it was announced but the way Blizzard handled this beta is, I'm afraid, the nail in the coffin. Oh how this company has fallen...
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I like the thought that one TL poll should be the end all, be all on a balance issue... If the game were balanced purley on TL polls, well... LOL
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On September 20 2015 11:14 NKexquisite wrote: I like the thought that one TL poll should be the end all, be all on a balance issue... If the game were balanced purley on TL polls, well... LOL This isn't just about balance--this is about universal design. Nice attempt at a reductio ad absurdum though. I appreciate it, it's a very powerful tool, but it doesn't apply properly in this case, as that's not the premise or principle people are going off of when they refer to the fact that the majority of players clearly enjoyed the game more when the boosters were entirely removed.
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On September 20 2015 11:09 CptMarvel wrote:Show nested quote +On September 20 2015 09:26 pure.Wasted wrote:On September 20 2015 06:08 Spyridon wrote: 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. That's not true, though. Hypothetical scenario time: Let's invent a brand new WarCraft RTS, Humans vs Orcs. Humans have units and buildings, and Orcs don't. The way Humans win the game is by having perfect macro for twenty minutes straight. The way Orcs win the game is at the end of that twenty minutes, they flip a coin. If the coin comes up heads, Orcs win. If the coin comes up tails, Orcs lose. Now make Humans really really hard to play. Often Humans will fail to macro properly (50/50) and often Orcs' coinflip will come out tails (50/50), giving us a perfect 50/50 winrate. Our hypothetical game is perfectly balanced. But it's horrendously designed, because, apart from not being any fun at all, playing Humans takes a shitton of skill, while playing as an Orc doesn't take any skill at all. Balance CANNOT make up for shitty game design. It's that sort of thinking that actually got us into a lot of the problems we have in SC2 5 years down the line. "We'll just make a MSC unit that has three one-button solutions for everything that's wrong with the Protoss race!" We all know how that turned out. Photon Overcharge - it doesn't matter how skilled the Protoss is or the Terran is, for the next minute, the Terran cannot attack the Protoss. Recall - it doesn't matter how skilled the Protoss is or the Zerg is, the Protoss can get all of his units out of any surround at the click of a button. Binary outcomes at the touch of a button. First you make the game mechanically sound. Then you balance it into 50/50 form. Never the other way around. All we've had from WOL to the end of HOTS* was professional 50/50ing, but the game was never mechanically sound across the board to start, and the 50/50 bullshit has just exasperated existing problems, because now that Blizz really wants to fix those problems, what are they supposed to do with the band-aid solutions already in the game? Are they just supposed to remove the MSC? Completely retool it? It's a shitton of extra work, and they don't want to be doing it, so they don't. *with exception of WMs (more or less successful at forcing Zerg mechanical response) and Oracles (total failure at forcing Protoss not to deathball, because the deathball didn't get any weaker). Excellent post. Excellent. Though while most of SC2 has been a complete failure design-wise (and that should come as undeniable to anyone who's played the game since the beginning) they did get some things right tbh. I think the whole Terran race wasn't subject to that many problems over the years and has always been fun to play/watch. Zerg and Protoss have however ranged from barely decent (Zerg most of the time) to god awful horrendous (Protoss all the time). I don't know what to say anymore. I, like a lot of RTS-accustomed people, have been soundly complaining about the game's design ever since 010 and NOTHING substantial has happened. I stopped playing two years ago and have since watched SC2 dig its own grave. I had high hopes for LotV when it was announced but the way Blizzard handled this beta is, I'm afraid, the nail in the coffin. Oh how this company has fallen...
I completely agree about the races.
Terran honestly plays a lot like BW Terran did, sure losing a couple key points like science vessel play and tanks haven't been in good shape much of the time, but overall they are a lot like BW Terran with some new upgrades.
As of WoL beta and ever since then, Zerg and Protoss however, are basically different races. They tried to "make the races more unique" but in the process lost the essence of each race. Even their art and music became completely different styles. Funny how as time went on Zerg in HotS and LotV, almost everything added to the race in expansions except Ravagers was basically arere-implementing all the mechanics Zerg had in BW exactly, but lost in the transation to SC2. Think about it... Hydra move speed, Ultralisks being stronger, "Dark Cloud", Lurkers... All things that Zerg should have had since the beginning! And Protoss, they have stuffed mechanics that were not well-received down Protoss players faces for years...
The design should have stuck with the overall essence of SC1, just giving some upgrades on top of that. Rather then weakening the essences of each race and trying to turn SC into something that feels foreign to the players following the series, unless if you are Terran. Then it feels somewhat reminiscent.
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On September 20 2015 10:03 ROOTFayth wrote: did you buy HOTS? I waited for a few years for it to go on sale for $10, then I bought it for the campaign only. I'll likely do the same with lotv.
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On September 20 2015 11:09 CptMarvel wrote:Show nested quote +On September 20 2015 09:26 pure.Wasted wrote:On September 20 2015 06:08 Spyridon wrote: 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. That's not true, though. Hypothetical scenario time: Let's invent a brand new WarCraft RTS, Humans vs Orcs. Humans have units and buildings, and Orcs don't. The way Humans win the game is by having perfect macro for twenty minutes straight. The way Orcs win the game is at the end of that twenty minutes, they flip a coin. If the coin comes up heads, Orcs win. If the coin comes up tails, Orcs lose. Now make Humans really really hard to play. Often Humans will fail to macro properly (50/50) and often Orcs' coinflip will come out tails (50/50), giving us a perfect 50/50 winrate. Our hypothetical game is perfectly balanced. But it's horrendously designed, because, apart from not being any fun at all, playing Humans takes a shitton of skill, while playing as an Orc doesn't take any skill at all. Balance CANNOT make up for shitty game design. It's that sort of thinking that actually got us into a lot of the problems we have in SC2 5 years down the line. "We'll just make a MSC unit that has three one-button solutions for everything that's wrong with the Protoss race!" We all know how that turned out. Photon Overcharge - it doesn't matter how skilled the Protoss is or the Terran is, for the next minute, the Terran cannot attack the Protoss. Recall - it doesn't matter how skilled the Protoss is or the Zerg is, the Protoss can get all of his units out of any surround at the click of a button. Binary outcomes at the touch of a button. First you make the game mechanically sound. Then you balance it into 50/50 form. Never the other way around. All we've had from WOL to the end of HOTS* was professional 50/50ing, but the game was never mechanically sound across the board to start, and the 50/50 bullshit has just exasperated existing problems, because now that Blizz really wants to fix those problems, what are they supposed to do with the band-aid solutions already in the game? Are they just supposed to remove the MSC? Completely retool it? It's a shitton of extra work, and they don't want to be doing it, so they don't. *with exception of WMs (more or less successful at forcing Zerg mechanical response) and Oracles (total failure at forcing Protoss not to deathball, because the deathball didn't get any weaker). Excellent post. Excellent. Though while most of SC2 has been a complete failure design-wise (and that should come as undeniable to anyone who's played the game since the beginning) they did get some things right tbh. I think the whole Terran race wasn't subject to that many problems over the years and has always been fun to play/watch. Zerg and Protoss have however ranged from barely decent (Zerg most of the time) to god awful horrendous (Protoss all the time). I don't know what to say anymore. I, like a lot of RTS-accustomed people, have been soundly complaining about the game's design ever since 010 and NOTHING substantial has happened. I stopped playing two years ago and have since watched SC2 dig its own grave. I had high hopes for LotV when it was announced but the way Blizzard handled this beta is, I'm afraid, the nail in the coffin. Oh how this company has fallen...
ATVI and Blizzard are doing just fine.
the nail in the coffin would be extending the development cycle and putting more resources into something that is not even going to make $0.1 Billion in revenue no matter what they do.
the dumbest thing Blizzard could do is put its best guys and more resources into the financial black hole that is the RTS genre. the executive producer in an interview at WCS stated that he doesn't see anything from Blizzard replacing SC2 for at least 10 years. steering resources away from the financial black hole that is the RTS genre is a smart move.
Blizzard is slowly and consistently pulling back from the genre. There isn't much demand.
1994 - WC1, 1995 - WC2 , 1998 - SC1 , 2002 - WC3 , 2010 - SC2 no replacement for SC2 until 2025 at the earliest.
Blizzard isn't "falling" .. Blizzard is leaving.
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On September 20 2015 15:27 JimmyJRaynor wrote:Show nested quote +On September 20 2015 11:09 CptMarvel wrote:On September 20 2015 09:26 pure.Wasted wrote:On September 20 2015 06:08 Spyridon wrote: 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. That's not true, though. Hypothetical scenario time: Let's invent a brand new WarCraft RTS, Humans vs Orcs. Humans have units and buildings, and Orcs don't. The way Humans win the game is by having perfect macro for twenty minutes straight. The way Orcs win the game is at the end of that twenty minutes, they flip a coin. If the coin comes up heads, Orcs win. If the coin comes up tails, Orcs lose. Now make Humans really really hard to play. Often Humans will fail to macro properly (50/50) and often Orcs' coinflip will come out tails (50/50), giving us a perfect 50/50 winrate. Our hypothetical game is perfectly balanced. But it's horrendously designed, because, apart from not being any fun at all, playing Humans takes a shitton of skill, while playing as an Orc doesn't take any skill at all. Balance CANNOT make up for shitty game design. It's that sort of thinking that actually got us into a lot of the problems we have in SC2 5 years down the line. "We'll just make a MSC unit that has three one-button solutions for everything that's wrong with the Protoss race!" We all know how that turned out. Photon Overcharge - it doesn't matter how skilled the Protoss is or the Terran is, for the next minute, the Terran cannot attack the Protoss. Recall - it doesn't matter how skilled the Protoss is or the Zerg is, the Protoss can get all of his units out of any surround at the click of a button. Binary outcomes at the touch of a button. First you make the game mechanically sound. Then you balance it into 50/50 form. Never the other way around. All we've had from WOL to the end of HOTS* was professional 50/50ing, but the game was never mechanically sound across the board to start, and the 50/50 bullshit has just exasperated existing problems, because now that Blizz really wants to fix those problems, what are they supposed to do with the band-aid solutions already in the game? Are they just supposed to remove the MSC? Completely retool it? It's a shitton of extra work, and they don't want to be doing it, so they don't. *with exception of WMs (more or less successful at forcing Zerg mechanical response) and Oracles (total failure at forcing Protoss not to deathball, because the deathball didn't get any weaker). Excellent post. Excellent. Though while most of SC2 has been a complete failure design-wise (and that should come as undeniable to anyone who's played the game since the beginning) they did get some things right tbh. I think the whole Terran race wasn't subject to that many problems over the years and has always been fun to play/watch. Zerg and Protoss have however ranged from barely decent (Zerg most of the time) to god awful horrendous (Protoss all the time). I don't know what to say anymore. I, like a lot of RTS-accustomed people, have been soundly complaining about the game's design ever since 010 and NOTHING substantial has happened. I stopped playing two years ago and have since watched SC2 dig its own grave. I had high hopes for LotV when it was announced but the way Blizzard handled this beta is, I'm afraid, the nail in the coffin. Oh how this company has fallen... ATVI and Blizzard are doing just fine. the nail in the coffin would be extending the development cycle and putting more resources into something that is not even going to make $0.1 Billion in revenue no matter what they do. the dumbest thing Blizzard could do is put its best guys and more resources into the financial black hole that is the RTS genre. the executive producer in an interview at WCS stated that he doesn't see anything from Blizzard replacing SC2 for at least 10 years. steering resources away from the financial black hole that is the RTS genre is a smart move. Blizzard is slowly and consistently pulling back from the genre. There isn't much demand. 1994 - WC1, 1995 - WC2 , 1998 - SC1 , 2002 - WC3 , 2010 - SC2 no replacement for SC2 until 2025 at the earliest. Blizzard isn't "falling" .. Blizzard is leaving.
What I meant in falling is that they used to be able to make high quality games. Obviously... not anymore.
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On September 20 2015 10:07 K)Vincent wrote:Show nested quote +On September 20 2015 09:13 ShambhalaWar wrote:On September 20 2015 09:02 K)Vincent wrote: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... That is some of the most defective logic I have encountered on TL. You are gm? And even if you are, you are still wrong. yes I am gm, after 2 years of playing and I want an hard game like BW was, not an easy game
Cool story. Unfortunartely old BW elitists are the minority, and unless you pay *100000 the purchasing price of the average player, there isn't money in making a game just for you.
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On September 20 2015 10:56 ShambhalaWar wrote:Show nested quote +On September 20 2015 10:07 K)Vincent wrote:On September 20 2015 09:13 ShambhalaWar wrote:On September 20 2015 09:02 K)Vincent wrote: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... That is some of the most defective logic I have encountered on TL. You are gm? And even if you are, you are still wrong. yes I am gm, after 2 years of playing and I want an hard game like BW was, not an easy game HOTS gm or LOTV? What pro team you play on? I mean if its that easy, you must be like rank 10 or better right?
hots, I play for TES, so? Honestly a guy who is stucked in mid master for 4 years saying "I want auto-inject" hurts my ears... no offence
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On September 20 2015 18:04 K)Vincent wrote:Show nested quote +On September 20 2015 10:56 ShambhalaWar wrote:On September 20 2015 10:07 K)Vincent wrote:On September 20 2015 09:13 ShambhalaWar wrote:On September 20 2015 09:02 K)Vincent wrote: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... That is some of the most defective logic I have encountered on TL. You are gm? And even if you are, you are still wrong. yes I am gm, after 2 years of playing and I want an hard game like BW was, not an easy game HOTS gm or LOTV? What pro team you play on? I mean if its that easy, you must be like rank 10 or better right? hots, I play for TES, so? Honestly a guy who is stucked in mid master for 4 years saying "I want auto-inject" hurts my ears... no offence Honestly, a gm stepping out of the shadows to bash on people is either a fraud or socially incompetent... No offence.
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is just my opinion guys, I wany an hard game... I don't want an user-friendly game like Blizzard did with Heroes of the storm that is a fail game... look at mobas for example, the most successful one is Dota2, the hardest one... and I'm not talking about twitch viewers but about prize pools. Honestly a guy saying "I'm not low league, I stuck in mid master from 4 years and I complain cause I want auto-inject" is one of those players that Blizzard shouldn't hear
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look at mobas for example, the most successful one is Dota2
Yeh, that's the problem with your argumentation. Your making up your own facts that aren't true. League of Legends is by far the most succesful MOBA.
but about prize pools
Which is a ridiclous and irrelevant metric. This is due to a difference in business model of Dota and LOL. But this high price pool doens't benefit anyone but pro players.
I don't want an user-friendly game like Blizzard did with Heroes of the storm that is a fail game
Again rewriting facts so they fit your head. Heroes of the Storm isn't a failed game. Surely much more played than Sc2, but ofc not as played as LOL and Dota, but that would also be a ridicilous criteria.
More importantly, however, is that you aren't differenating between easy to learn and difficult to master. Inject is problematic as that raises the learning barrier significantly, whereas the game can obtain a higher skillcap in different ways. The issue with Heroes of the Storm is that it's easy to learn easy to master.
It's fine that you have the opinion you have, but stop rewriting facts and setting up ridiclous criteria. When you tell midmasters that they know nothing about the game you come out as a dumb elitists whom every game designer should absolutely ignore since you have no logical skills and can't analyze anything remotely objectively.
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Actually Heroes of the Storm is the most popular MOBA. Not in terms of active players, viewership or any other relevant metrics, but in terms of live games shown on ESPN.
#fanboy argumentation.
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Was gonna respond, but a mighty dane has already replied excellently. Please don't waste too much time on him though, he's either a troll, stupid or both.
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On September 20 2015 18:09 K)Vincent wrote: is just my opinion guys, I wany an hard game... I don't want an user-friendly game like Blizzard did with Heroes of the storm that is a fail game... look at mobas for example, the most successful one is Dota2, the hardest one... and I'm not talking about twitch viewers but about prize pools. Honestly a guy saying "I'm not low league, I stuck in mid master from 4 years and I complain cause I want auto-inject" is one of those players that Blizzard shouldn't hear
I somewhat agree with you on elitism but : 1. LoL is arguably more successful than DotA2 2. You come off as a douchebag
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On September 19 2015 04:24 WrathSCII wrote:Show nested quote +On September 19 2015 04:18 Big J wrote: so blizzard lets the community bully them around once more. With these kind of updates... They are literally asking for it. "We saw the poll but screw it, we are keeping things what WE like"
Lol that poll is super small sample. Why do u assume only people in TL plays sc2 lol
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On September 20 2015 20:04 CptMarvel wrote:Show nested quote +On September 20 2015 18:09 K)Vincent wrote: is just my opinion guys, I wany an hard game... I don't want an user-friendly game like Blizzard did with Heroes of the storm that is a fail game... look at mobas for example, the most successful one is Dota2, the hardest one... and I'm not talking about twitch viewers but about prize pools. Honestly a guy saying "I'm not low league, I stuck in mid master from 4 years and I complain cause I want auto-inject" is one of those players that Blizzard shouldn't hear I somewhat agree with you on elitism but : 1. LoL is arguably more successful than DotA2 2. You come off as a douchebag
Ha he does and I think there are certainly ways to make the game harder and more interesting than injects. People tend to forget that Zerg macro by design should be easier. They also have to manage economy and the balance of units v drones, creep spread, and fending off early harass which is typical to slow the Zerg economy.
If you want a more difficult game than find features like creep spread to include. It creates an interesting dynamic, easy to see if doing it well both as a player and viewer, and as a player if you aren't great spreading creep it isn't auto lose it just becomes something to work on that would improve your play.
At the least make queen inject a one button mechanic where you hit inject and queen injects closest hatchery. That way you could inject without looking at base just put all queens on one hot key and hit inject and they would all then inject the nearest hatch. You'd still have to remember to inject but make it slightly less mechanically tough especially later in the game with several queens.
But ultimately I just feel like you could get rid of inject keep queens for defense and creep and find a more interesting way to make Zerg tough if needed. And if Zerg macro is too easy without injects you can make the units less powerful to balance. Zerg should be cheap units streaming across the map. Zerg macro should be easy by design not made artificially hard with injects just for the sake of making things hard.
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On September 20 2015 20:44 FLuE wrote:Show nested quote +On September 20 2015 20:04 CptMarvel wrote:On September 20 2015 18:09 K)Vincent wrote: is just my opinion guys, I wany an hard game... I don't want an user-friendly game like Blizzard did with Heroes of the storm that is a fail game... look at mobas for example, the most successful one is Dota2, the hardest one... and I'm not talking about twitch viewers but about prize pools. Honestly a guy saying "I'm not low league, I stuck in mid master from 4 years and I complain cause I want auto-inject" is one of those players that Blizzard shouldn't hear I somewhat agree with you on elitism but : 1. LoL is arguably more successful than DotA2 2. You come off as a douchebag At the least make queen inject a one button mechanic where you hit inject and queen injects closest hatchery. I kinda like this idea. I wonder if you can put it into practice without too many problems.
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On September 20 2015 20:46 [PkF] Wire wrote:Show nested quote +On September 20 2015 20:44 FLuE wrote:On September 20 2015 20:04 CptMarvel wrote:On September 20 2015 18:09 K)Vincent wrote: is just my opinion guys, I wany an hard game... I don't want an user-friendly game like Blizzard did with Heroes of the storm that is a fail game... look at mobas for example, the most successful one is Dota2, the hardest one... and I'm not talking about twitch viewers but about prize pools. Honestly a guy saying "I'm not low league, I stuck in mid master from 4 years and I complain cause I want auto-inject" is one of those players that Blizzard shouldn't hear I somewhat agree with you on elitism but : 1. LoL is arguably more successful than DotA2 2. You come off as a douchebag At the least make queen inject a one button mechanic where you hit inject and queen injects closest hatchery. I kinda like this idea. I wonder if you can put it into practice without too many problems. If you go back to old inject... nothing easier than that. No clue why anyone who was against autoinject wouldnt be againt that for the exact same reasons though.
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On September 20 2015 21:00 Big J wrote:Show nested quote +On September 20 2015 20:46 [PkF] Wire wrote:On September 20 2015 20:44 FLuE wrote:On September 20 2015 20:04 CptMarvel wrote:On September 20 2015 18:09 K)Vincent wrote: is just my opinion guys, I wany an hard game... I don't want an user-friendly game like Blizzard did with Heroes of the storm that is a fail game... look at mobas for example, the most successful one is Dota2, the hardest one... and I'm not talking about twitch viewers but about prize pools. Honestly a guy saying "I'm not low league, I stuck in mid master from 4 years and I complain cause I want auto-inject" is one of those players that Blizzard shouldn't hear I somewhat agree with you on elitism but : 1. LoL is arguably more successful than DotA2 2. You come off as a douchebag At the least make queen inject a one button mechanic where you hit inject and queen injects closest hatchery. I kinda like this idea. I wonder if you can put it into practice without too many problems. If you go back to old inject... nothing easier than that. No clue why anyone who was against autoinject wouldnt be againt that for the exact same reasons though. thing is it's not the same, you still have to perform the cycle and time it well. I think it would be a best of both worlds solution.
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On September 20 2015 21:02 [PkF] Wire wrote:Show nested quote +On September 20 2015 21:00 Big J wrote:On September 20 2015 20:46 [PkF] Wire wrote:On September 20 2015 20:44 FLuE wrote:On September 20 2015 20:04 CptMarvel wrote:On September 20 2015 18:09 K)Vincent wrote: is just my opinion guys, I wany an hard game... I don't want an user-friendly game like Blizzard did with Heroes of the storm that is a fail game... look at mobas for example, the most successful one is Dota2, the hardest one... and I'm not talking about twitch viewers but about prize pools. Honestly a guy saying "I'm not low league, I stuck in mid master from 4 years and I complain cause I want auto-inject" is one of those players that Blizzard shouldn't hear I somewhat agree with you on elitism but : 1. LoL is arguably more successful than DotA2 2. You come off as a douchebag At the least make queen inject a one button mechanic where you hit inject and queen injects closest hatchery. I kinda like this idea. I wonder if you can put it into practice without too many problems. If you go back to old inject... nothing easier than that. No clue why anyone who was against autoinject wouldnt be againt that for the exact same reasons though. thing is it's not the same, you still have to perform the cycle and time it well. I think it would be a best of both worlds solution. You dont have to switch screens so it's supereasy to do with a queen controlgroup, the queen is still playing the game for you automatically by performing a targetsearch+walk+cast action. So regardless whether one hated it for the "difficulty reason" or the "automation is catagorically bad reason", both are in full effect here.i guess difficultywise its ever so slightly harder than fully automated.
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On September 20 2015 21:08 Big J wrote:Show nested quote +On September 20 2015 21:02 [PkF] Wire wrote:On September 20 2015 21:00 Big J wrote:On September 20 2015 20:46 [PkF] Wire wrote:On September 20 2015 20:44 FLuE wrote:On September 20 2015 20:04 CptMarvel wrote:On September 20 2015 18:09 K)Vincent wrote: is just my opinion guys, I wany an hard game... I don't want an user-friendly game like Blizzard did with Heroes of the storm that is a fail game... look at mobas for example, the most successful one is Dota2, the hardest one... and I'm not talking about twitch viewers but about prize pools. Honestly a guy saying "I'm not low league, I stuck in mid master from 4 years and I complain cause I want auto-inject" is one of those players that Blizzard shouldn't hear I somewhat agree with you on elitism but : 1. LoL is arguably more successful than DotA2 2. You come off as a douchebag At the least make queen inject a one button mechanic where you hit inject and queen injects closest hatchery. I kinda like this idea. I wonder if you can put it into practice without too many problems. If you go back to old inject... nothing easier than that. No clue why anyone who was against autoinject wouldnt be againt that for the exact same reasons though. thing is it's not the same, you still have to perform the cycle and time it well. I think it would be a best of both worlds solution. You dont have to switch screens so it's supereasy to do with a queen controlgroup, the queen is still playing the game for you automatically by performing a targetsearch+walk+cast action. So regardless whether one hated it for the "difficulty reason" or the "automation is catagorically bad reason", both are in full effect here.i guess difficultywise its ever so slightly harder than fully automated. I fall into the category of guys that really disliked the full automation, because the player was literally not involved anymore. It's not the same here. Everyone keeps saying how easy it is to produce continuously as T even during huge battles, but we still see production gaps in the best players' tabs. I would at least like that solution to be tested.
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On September 20 2015 21:17 [PkF] Wire wrote:Show nested quote +On September 20 2015 21:08 Big J wrote:On September 20 2015 21:02 [PkF] Wire wrote:On September 20 2015 21:00 Big J wrote:On September 20 2015 20:46 [PkF] Wire wrote:On September 20 2015 20:44 FLuE wrote:On September 20 2015 20:04 CptMarvel wrote:On September 20 2015 18:09 K)Vincent wrote: is just my opinion guys, I wany an hard game... I don't want an user-friendly game like Blizzard did with Heroes of the storm that is a fail game... look at mobas for example, the most successful one is Dota2, the hardest one... and I'm not talking about twitch viewers but about prize pools. Honestly a guy saying "I'm not low league, I stuck in mid master from 4 years and I complain cause I want auto-inject" is one of those players that Blizzard shouldn't hear I somewhat agree with you on elitism but : 1. LoL is arguably more successful than DotA2 2. You come off as a douchebag At the least make queen inject a one button mechanic where you hit inject and queen injects closest hatchery. I kinda like this idea. I wonder if you can put it into practice without too many problems. If you go back to old inject... nothing easier than that. No clue why anyone who was against autoinject wouldnt be againt that for the exact same reasons though. thing is it's not the same, you still have to perform the cycle and time it well. I think it would be a best of both worlds solution. You dont have to switch screens so it's supereasy to do with a queen controlgroup, the queen is still playing the game for you automatically by performing a targetsearch+walk+cast action. So regardless whether one hated it for the "difficulty reason" or the "automation is catagorically bad reason", both are in full effect here.i guess difficultywise its ever so slightly harder than fully automated. I fall into the category of guys that really disliked the full automation, because the player was literally not involved anymore. It's not the same here. Everyone keeps saying how easy it is to produce continuously as T even during huge battles, but we still see production gaps in the best players' tabs. I would at least like that solution to be tested. You made the queen like one makes a hatch, gateway, barracks, reactor. That was your involvement. But Im not a fan of altering inject mechanically while not following the reasoning why you target it to begin with. Though that solution is one of the closest to removing it without removing it.
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SoCal8908 Posts
i find it fascinating that DK removed the inject changes based on perception. curious.
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On September 20 2015 21:25 Big J wrote:Show nested quote +On September 20 2015 21:17 [PkF] Wire wrote:On September 20 2015 21:08 Big J wrote:On September 20 2015 21:02 [PkF] Wire wrote:On September 20 2015 21:00 Big J wrote:On September 20 2015 20:46 [PkF] Wire wrote:On September 20 2015 20:44 FLuE wrote:On September 20 2015 20:04 CptMarvel wrote:On September 20 2015 18:09 K)Vincent wrote: is just my opinion guys, I wany an hard game... I don't want an user-friendly game like Blizzard did with Heroes of the storm that is a fail game... look at mobas for example, the most successful one is Dota2, the hardest one... and I'm not talking about twitch viewers but about prize pools. Honestly a guy saying "I'm not low league, I stuck in mid master from 4 years and I complain cause I want auto-inject" is one of those players that Blizzard shouldn't hear I somewhat agree with you on elitism but : 1. LoL is arguably more successful than DotA2 2. You come off as a douchebag At the least make queen inject a one button mechanic where you hit inject and queen injects closest hatchery. I kinda like this idea. I wonder if you can put it into practice without too many problems. If you go back to old inject... nothing easier than that. No clue why anyone who was against autoinject wouldnt be againt that for the exact same reasons though. thing is it's not the same, you still have to perform the cycle and time it well. I think it would be a best of both worlds solution. You dont have to switch screens so it's supereasy to do with a queen controlgroup, the queen is still playing the game for you automatically by performing a targetsearch+walk+cast action. So regardless whether one hated it for the "difficulty reason" or the "automation is catagorically bad reason", both are in full effect here.i guess difficultywise its ever so slightly harder than fully automated. I fall into the category of guys that really disliked the full automation, because the player was literally not involved anymore. It's not the same here. Everyone keeps saying how easy it is to produce continuously as T even during huge battles, but we still see production gaps in the best players' tabs. I would at least like that solution to be tested. You made the queen like one makes a hatch, gateway, barracks, reactor. That was your involvement. But Im not a fan of altering inject mechanically while not following the reasoning why you target it to begin with. Though that solution is one of the closest to removing it without removing it.
The point I think any why this isn't a bad solution is that you still have to remember to do it, and ultimately that is what macro is mostly about, remembering to do it. The actual clicking with mbs etc isn't that hard for any race really when you get down to it. I don't find a solution like this much different than say smartcast.
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Everyone keeps saying how easy it is to produce continuously as T even during huge battles, but we still see production gaps in the best players' tabs
Production gaps of a couple of seconds doesn't matter. Macro is not what differentiates pro players.
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On September 20 2015 21:57 FLuE wrote:Show nested quote +On September 20 2015 21:25 Big J wrote:On September 20 2015 21:17 [PkF] Wire wrote:On September 20 2015 21:08 Big J wrote:On September 20 2015 21:02 [PkF] Wire wrote:On September 20 2015 21:00 Big J wrote:On September 20 2015 20:46 [PkF] Wire wrote:On September 20 2015 20:44 FLuE wrote:On September 20 2015 20:04 CptMarvel wrote:On September 20 2015 18:09 K)Vincent wrote: is just my opinion guys, I wany an hard game... I don't want an user-friendly game like Blizzard did with Heroes of the storm that is a fail game... look at mobas for example, the most successful one is Dota2, the hardest one... and I'm not talking about twitch viewers but about prize pools. Honestly a guy saying "I'm not low league, I stuck in mid master from 4 years and I complain cause I want auto-inject" is one of those players that Blizzard shouldn't hear I somewhat agree with you on elitism but : 1. LoL is arguably more successful than DotA2 2. You come off as a douchebag At the least make queen inject a one button mechanic where you hit inject and queen injects closest hatchery. I kinda like this idea. I wonder if you can put it into practice without too many problems. If you go back to old inject... nothing easier than that. No clue why anyone who was against autoinject wouldnt be againt that for the exact same reasons though. thing is it's not the same, you still have to perform the cycle and time it well. I think it would be a best of both worlds solution. You dont have to switch screens so it's supereasy to do with a queen controlgroup, the queen is still playing the game for you automatically by performing a targetsearch+walk+cast action. So regardless whether one hated it for the "difficulty reason" or the "automation is catagorically bad reason", both are in full effect here.i guess difficultywise its ever so slightly harder than fully automated. I fall into the category of guys that really disliked the full automation, because the player was literally not involved anymore. It's not the same here. Everyone keeps saying how easy it is to produce continuously as T even during huge battles, but we still see production gaps in the best players' tabs. I would at least like that solution to be tested. You made the queen like one makes a hatch, gateway, barracks, reactor. That was your involvement. But Im not a fan of altering inject mechanically while not following the reasoning why you target it to begin with. Though that solution is one of the closest to removing it without removing it. The point I think any why this isn't a bad solution is that you still have to remember to do it, and ultimately that is what macro is mostly about, remembering to do it. The actual clicking with mbs etc isn't that hard for any race really when you get down to it. I don't find a solution like this much different than say smartcast. my opinion too. Actually hitting the buttons at the right time may not be very difficult, but you still have to remember it whereas the automated queen remembers it so you don't have to.
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On September 20 2015 22:06 [PkF] Wire wrote:Show nested quote +On September 20 2015 21:57 FLuE wrote:On September 20 2015 21:25 Big J wrote:On September 20 2015 21:17 [PkF] Wire wrote:On September 20 2015 21:08 Big J wrote:On September 20 2015 21:02 [PkF] Wire wrote:On September 20 2015 21:00 Big J wrote:On September 20 2015 20:46 [PkF] Wire wrote:On September 20 2015 20:44 FLuE wrote:On September 20 2015 20:04 CptMarvel wrote: [quote]
I somewhat agree with you on elitism but : 1. LoL is arguably more successful than DotA2 2. You come off as a douchebag At the least make queen inject a one button mechanic where you hit inject and queen injects closest hatchery. I kinda like this idea. I wonder if you can put it into practice without too many problems. If you go back to old inject... nothing easier than that. No clue why anyone who was against autoinject wouldnt be againt that for the exact same reasons though. thing is it's not the same, you still have to perform the cycle and time it well. I think it would be a best of both worlds solution. You dont have to switch screens so it's supereasy to do with a queen controlgroup, the queen is still playing the game for you automatically by performing a targetsearch+walk+cast action. So regardless whether one hated it for the "difficulty reason" or the "automation is catagorically bad reason", both are in full effect here.i guess difficultywise its ever so slightly harder than fully automated. I fall into the category of guys that really disliked the full automation, because the player was literally not involved anymore. It's not the same here. Everyone keeps saying how easy it is to produce continuously as T even during huge battles, but we still see production gaps in the best players' tabs. I would at least like that solution to be tested. You made the queen like one makes a hatch, gateway, barracks, reactor. That was your involvement. But Im not a fan of altering inject mechanically while not following the reasoning why you target it to begin with. Though that solution is one of the closest to removing it without removing it. The point I think any why this isn't a bad solution is that you still have to remember to do it, and ultimately that is what macro is mostly about, remembering to do it. The actual clicking with mbs etc isn't that hard for any race really when you get down to it. I don't find a solution like this much different than say smartcast. my opinion too. Actually hitting the buttons at the right time may not be very difficult, but you still have to remember it whereas the automated queen remembers it so you don't have to.
Isn't that exactly what macro cycles are for?
My personal one is + Show Spoiler + [All Hatcheries] - how much larvae do I have? [Queens 1-4] - >= 25 Energy? If yes, double tap and inject, go back to army Look at resources -> spend resources depending on larvae and scouting information (Back to army -> scout, attack if needed)
And my eyes are on the minimap whenever I don't consciously look at stuff (i.e. queen energy).
This is what I aim to do in every game in a practiced interval (around 5-10 seconds) and it keeps me injecting automatically.
Imho, if you have to consciously remember to inject, you're doing it wrong.
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On September 20 2015 18:09 K)Vincent wrote: is just my opinion guys, I wany an hard game... I don't want an user-friendly game like Blizzard did with Heroes of the storm that is a fail game... look at mobas for example, the most successful one is Dota2, the hardest one... and I'm not talking about twitch viewers but about prize pools. Honestly a guy saying "I'm not low league, I stuck in mid master from 4 years and I complain cause I want auto-inject" is one of those players that Blizzard shouldn't hear
Most successful RTS is simply not enough at the moment. There is literally no competition in RTS scene. You are competing against other games like Counter Strike, MOBAs etc. and Starcraft is losing that competition HARD. If there is no entry level game to make people familiar with the gameplay, then the harder games can't flourish because the people who would eventually change from an easier game to the harder one are playing another genre.
Since Starcraft is pretty much the only competitive RTS it needs to be easily approachable. Maybe Warcraft 4 or some other company is able to create this entry level RTS so that the competitive scene can flourish in the future, but at the moment we need to ease the mechanics slightly or we are going to lose to the easier competition.
I personally understand the need for very hard game, but I don't see how it could work in the current situation.
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On September 20 2015 22:33 KeksX wrote:Show nested quote +On September 20 2015 22:06 [PkF] Wire wrote:On September 20 2015 21:57 FLuE wrote:On September 20 2015 21:25 Big J wrote:On September 20 2015 21:17 [PkF] Wire wrote:On September 20 2015 21:08 Big J wrote:On September 20 2015 21:02 [PkF] Wire wrote:On September 20 2015 21:00 Big J wrote:On September 20 2015 20:46 [PkF] Wire wrote:On September 20 2015 20:44 FLuE wrote: [quote] At the least make queen inject a one button mechanic where you hit inject and queen injects closest hatchery. I kinda like this idea. I wonder if you can put it into practice without too many problems. If you go back to old inject... nothing easier than that. No clue why anyone who was against autoinject wouldnt be againt that for the exact same reasons though. thing is it's not the same, you still have to perform the cycle and time it well. I think it would be a best of both worlds solution. You dont have to switch screens so it's supereasy to do with a queen controlgroup, the queen is still playing the game for you automatically by performing a targetsearch+walk+cast action. So regardless whether one hated it for the "difficulty reason" or the "automation is catagorically bad reason", both are in full effect here.i guess difficultywise its ever so slightly harder than fully automated. I fall into the category of guys that really disliked the full automation, because the player was literally not involved anymore. It's not the same here. Everyone keeps saying how easy it is to produce continuously as T even during huge battles, but we still see production gaps in the best players' tabs. I would at least like that solution to be tested. You made the queen like one makes a hatch, gateway, barracks, reactor. That was your involvement. But Im not a fan of altering inject mechanically while not following the reasoning why you target it to begin with. Though that solution is one of the closest to removing it without removing it. The point I think any why this isn't a bad solution is that you still have to remember to do it, and ultimately that is what macro is mostly about, remembering to do it. The actual clicking with mbs etc isn't that hard for any race really when you get down to it. I don't find a solution like this much different than say smartcast. my opinion too. Actually hitting the buttons at the right time may not be very difficult, but you still have to remember it whereas the automated queen remembers it so you don't have to. Isn't that exactly what macro cycles are for? My personal one is + Show Spoiler + [All Hatcheries] - how much larvae do I have? [Queens 1-4] - >= 25 Energy? If yes, double tap and inject, go back to army Look at resources -> spend resources depending on larvae and scouting information (Back to army -> scout, attack if needed)
And my eyes are on the minimap whenever I don't consciously look at stuff (i.e. queen energy).
This is what I aim to do in every game in a practiced interval (around 5-10 seconds) and it keeps me injecting automatically. Imho, if you have to consciously remember to inject, you're doing it wrong. yeah but that routine is what makes you (I guess) a solid player and differentiates you from casuals. The routine wouldn't change much in fact.
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Was willing to give the game a shot (had they removed ALL the boosters) but, nope, they're just going to revert back to HotS and i'm just going to have to give up hope on StarCraft as a franchise :/
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On September 20 2015 23:31 CheRRyKiTTy wrote:Show nested quote +On September 20 2015 18:09 K)Vincent wrote: is just my opinion guys, I wany an hard game... I don't want an user-friendly game like Blizzard did with Heroes of the storm that is a fail game... look at mobas for example, the most successful one is Dota2, the hardest one... and I'm not talking about twitch viewers but about prize pools. Honestly a guy saying "I'm not low league, I stuck in mid master from 4 years and I complain cause I want auto-inject" is one of those players that Blizzard shouldn't hear Most successful RTS is simply not enough at the moment. There is literally no competition in RTS scene. You are competing against other games like Counter Strike, MOBAs etc. and Starcraft is losing that competition HARD. If there is no entry level game to make people familiar with the gameplay, then the harder games can't flourish because the people who would eventually change from an easier game to the harder one are playing another genre. Since Starcraft is pretty much the only competitive RTS it needs to be easily approachable. Maybe Warcraft 4 or some other company is able to create this entry level RTS so that the competitive scene can flourish in the future, but at the moment we need to ease the mechanics slightly or we are going to lose to the easier competition. I personally understand the need for very hard game, but I don't see how it could work in the current situation.
solid argument... I think you are right dude
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On September 21 2015 01:36 K)Vincent wrote:Show nested quote +On September 20 2015 23:31 CheRRyKiTTy wrote:On September 20 2015 18:09 K)Vincent wrote: is just my opinion guys, I wany an hard game... I don't want an user-friendly game like Blizzard did with Heroes of the storm that is a fail game... look at mobas for example, the most successful one is Dota2, the hardest one... and I'm not talking about twitch viewers but about prize pools. Honestly a guy saying "I'm not low league, I stuck in mid master from 4 years and I complain cause I want auto-inject" is one of those players that Blizzard shouldn't hear Most successful RTS is simply not enough at the moment. There is literally no competition in RTS scene. You are competing against other games like Counter Strike, MOBAs etc. and Starcraft is losing that competition HARD. If there is no entry level game to make people familiar with the gameplay, then the harder games can't flourish because the people who would eventually change from an easier game to the harder one are playing another genre. Since Starcraft is pretty much the only competitive RTS it needs to be easily approachable. Maybe Warcraft 4 or some other company is able to create this entry level RTS so that the competitive scene can flourish in the future, but at the moment we need to ease the mechanics slightly or we are going to lose to the easier competition. I personally understand the need for very hard game, but I don't see how it could work in the current situation. solid argument... I think you are right dude
That's why they've implemented the easier transition game modes, as not to fuck the higher level players.
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On September 21 2015 01:46 Ovid wrote:Show nested quote +On September 21 2015 01:36 K)Vincent wrote:On September 20 2015 23:31 CheRRyKiTTy wrote:On September 20 2015 18:09 K)Vincent wrote: is just my opinion guys, I wany an hard game... I don't want an user-friendly game like Blizzard did with Heroes of the storm that is a fail game... look at mobas for example, the most successful one is Dota2, the hardest one... and I'm not talking about twitch viewers but about prize pools. Honestly a guy saying "I'm not low league, I stuck in mid master from 4 years and I complain cause I want auto-inject" is one of those players that Blizzard shouldn't hear Most successful RTS is simply not enough at the moment. There is literally no competition in RTS scene. You are competing against other games like Counter Strike, MOBAs etc. and Starcraft is losing that competition HARD. If there is no entry level game to make people familiar with the gameplay, then the harder games can't flourish because the people who would eventually change from an easier game to the harder one are playing another genre. Since Starcraft is pretty much the only competitive RTS it needs to be easily approachable. Maybe Warcraft 4 or some other company is able to create this entry level RTS so that the competitive scene can flourish in the future, but at the moment we need to ease the mechanics slightly or we are going to lose to the easier competition. I personally understand the need for very hard game, but I don't see how it could work in the current situation. solid argument... I think you are right dude That's why they've implemented the easier transition game modes, as not to fuck the higher level players.
If the core game isn't attracting players no amount of game modes will fix that.
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On September 21 2015 02:08 KeksX wrote:Show nested quote +On September 21 2015 01:46 Ovid wrote:On September 21 2015 01:36 K)Vincent wrote:On September 20 2015 23:31 CheRRyKiTTy wrote:On September 20 2015 18:09 K)Vincent wrote: is just my opinion guys, I wany an hard game... I don't want an user-friendly game like Blizzard did with Heroes of the storm that is a fail game... look at mobas for example, the most successful one is Dota2, the hardest one... and I'm not talking about twitch viewers but about prize pools. Honestly a guy saying "I'm not low league, I stuck in mid master from 4 years and I complain cause I want auto-inject" is one of those players that Blizzard shouldn't hear Most successful RTS is simply not enough at the moment. There is literally no competition in RTS scene. You are competing against other games like Counter Strike, MOBAs etc. and Starcraft is losing that competition HARD. If there is no entry level game to make people familiar with the gameplay, then the harder games can't flourish because the people who would eventually change from an easier game to the harder one are playing another genre. Since Starcraft is pretty much the only competitive RTS it needs to be easily approachable. Maybe Warcraft 4 or some other company is able to create this entry level RTS so that the competitive scene can flourish in the future, but at the moment we need to ease the mechanics slightly or we are going to lose to the easier competition. I personally understand the need for very hard game, but I don't see how it could work in the current situation. solid argument... I think you are right dude That's why they've implemented the easier transition game modes, as not to fuck the higher level players. If the core game isn't attracting players no amount of game modes will fix that.
Why aren't we viewing the other modes as part of the core game? Would you not say that in CSGO the casual mode isn't part of the core game? The alternatives are part of the core game they're just not part of the competitive aspect.
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Multiple injections are awesome for me as platina player.
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On September 21 2015 02:13 Ovid wrote:Show nested quote +On September 21 2015 02:08 KeksX wrote:On September 21 2015 01:46 Ovid wrote:On September 21 2015 01:36 K)Vincent wrote:On September 20 2015 23:31 CheRRyKiTTy wrote:On September 20 2015 18:09 K)Vincent wrote: is just my opinion guys, I wany an hard game... I don't want an user-friendly game like Blizzard did with Heroes of the storm that is a fail game... look at mobas for example, the most successful one is Dota2, the hardest one... and I'm not talking about twitch viewers but about prize pools. Honestly a guy saying "I'm not low league, I stuck in mid master from 4 years and I complain cause I want auto-inject" is one of those players that Blizzard shouldn't hear Most successful RTS is simply not enough at the moment. There is literally no competition in RTS scene. You are competing against other games like Counter Strike, MOBAs etc. and Starcraft is losing that competition HARD. If there is no entry level game to make people familiar with the gameplay, then the harder games can't flourish because the people who would eventually change from an easier game to the harder one are playing another genre. Since Starcraft is pretty much the only competitive RTS it needs to be easily approachable. Maybe Warcraft 4 or some other company is able to create this entry level RTS so that the competitive scene can flourish in the future, but at the moment we need to ease the mechanics slightly or we are going to lose to the easier competition. I personally understand the need for very hard game, but I don't see how it could work in the current situation. solid argument... I think you are right dude That's why they've implemented the easier transition game modes, as not to fuck the higher level players. If the core game isn't attracting players no amount of game modes will fix that. Why aren't we viewing the other modes as part of the core game? Would you not say that in CSGO the casual mode isn't part of the core game? The alternatives are part of the core game they're just not part of the competitive aspect.
You can't compare an RTS to an FPS. For an FPS shooting boxes is part of the core game.
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In the end idc if manual or automatic I guess. The effect should be reduced anyway. With effect close to zero there is no reason to not automize it. Now try mules 15-25, drones 2 and chrono 5-10% plz if you want to keep it manual. Anything less than that is probably too unrewarding to justify manual execution.
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On September 21 2015 02:16 KeksX wrote:Show nested quote +On September 21 2015 02:13 Ovid wrote:On September 21 2015 02:08 KeksX wrote:On September 21 2015 01:46 Ovid wrote:On September 21 2015 01:36 K)Vincent wrote:On September 20 2015 23:31 CheRRyKiTTy wrote:On September 20 2015 18:09 K)Vincent wrote: is just my opinion guys, I wany an hard game... I don't want an user-friendly game like Blizzard did with Heroes of the storm that is a fail game... look at mobas for example, the most successful one is Dota2, the hardest one... and I'm not talking about twitch viewers but about prize pools. Honestly a guy saying "I'm not low league, I stuck in mid master from 4 years and I complain cause I want auto-inject" is one of those players that Blizzard shouldn't hear Most successful RTS is simply not enough at the moment. There is literally no competition in RTS scene. You are competing against other games like Counter Strike, MOBAs etc. and Starcraft is losing that competition HARD. If there is no entry level game to make people familiar with the gameplay, then the harder games can't flourish because the people who would eventually change from an easier game to the harder one are playing another genre. Since Starcraft is pretty much the only competitive RTS it needs to be easily approachable. Maybe Warcraft 4 or some other company is able to create this entry level RTS so that the competitive scene can flourish in the future, but at the moment we need to ease the mechanics slightly or we are going to lose to the easier competition. I personally understand the need for very hard game, but I don't see how it could work in the current situation. solid argument... I think you are right dude That's why they've implemented the easier transition game modes, as not to fuck the higher level players. If the core game isn't attracting players no amount of game modes will fix that. Why aren't we viewing the other modes as part of the core game? Would you not say that in CSGO the casual mode isn't part of the core game? The alternatives are part of the core game they're just not part of the competitive aspect. You can't compare an RTS to an FPS. For an FPS shooting boxes is part of the core game.
And the campaign or other modes like 2vs2 Archon aren't RTS?
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On September 21 2015 02:16 KeksX wrote:Show nested quote +On September 21 2015 02:13 Ovid wrote:On September 21 2015 02:08 KeksX wrote:On September 21 2015 01:46 Ovid wrote:On September 21 2015 01:36 K)Vincent wrote:On September 20 2015 23:31 CheRRyKiTTy wrote:On September 20 2015 18:09 K)Vincent wrote: is just my opinion guys, I wany an hard game... I don't want an user-friendly game like Blizzard did with Heroes of the storm that is a fail game... look at mobas for example, the most successful one is Dota2, the hardest one... and I'm not talking about twitch viewers but about prize pools. Honestly a guy saying "I'm not low league, I stuck in mid master from 4 years and I complain cause I want auto-inject" is one of those players that Blizzard shouldn't hear Most successful RTS is simply not enough at the moment. There is literally no competition in RTS scene. You are competing against other games like Counter Strike, MOBAs etc. and Starcraft is losing that competition HARD. If there is no entry level game to make people familiar with the gameplay, then the harder games can't flourish because the people who would eventually change from an easier game to the harder one are playing another genre. Since Starcraft is pretty much the only competitive RTS it needs to be easily approachable. Maybe Warcraft 4 or some other company is able to create this entry level RTS so that the competitive scene can flourish in the future, but at the moment we need to ease the mechanics slightly or we are going to lose to the easier competition. I personally understand the need for very hard game, but I don't see how it could work in the current situation. solid argument... I think you are right dude That's why they've implemented the easier transition game modes, as not to fuck the higher level players. If the core game isn't attracting players no amount of game modes will fix that. Why aren't we viewing the other modes as part of the core game? Would you not say that in CSGO the casual mode isn't part of the core game? The alternatives are part of the core game they're just not part of the competitive aspect. You can't compare an RTS to an FPS. For an FPS shooting boxes is part of the core game. What?
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On September 21 2015 02:36 Ansibled wrote:Show nested quote +On September 21 2015 02:16 KeksX wrote:On September 21 2015 02:13 Ovid wrote:On September 21 2015 02:08 KeksX wrote:On September 21 2015 01:46 Ovid wrote:On September 21 2015 01:36 K)Vincent wrote:On September 20 2015 23:31 CheRRyKiTTy wrote:On September 20 2015 18:09 K)Vincent wrote: is just my opinion guys, I wany an hard game... I don't want an user-friendly game like Blizzard did with Heroes of the storm that is a fail game... look at mobas for example, the most successful one is Dota2, the hardest one... and I'm not talking about twitch viewers but about prize pools. Honestly a guy saying "I'm not low league, I stuck in mid master from 4 years and I complain cause I want auto-inject" is one of those players that Blizzard shouldn't hear Most successful RTS is simply not enough at the moment. There is literally no competition in RTS scene. You are competing against other games like Counter Strike, MOBAs etc. and Starcraft is losing that competition HARD. If there is no entry level game to make people familiar with the gameplay, then the harder games can't flourish because the people who would eventually change from an easier game to the harder one are playing another genre. Since Starcraft is pretty much the only competitive RTS it needs to be easily approachable. Maybe Warcraft 4 or some other company is able to create this entry level RTS so that the competitive scene can flourish in the future, but at the moment we need to ease the mechanics slightly or we are going to lose to the easier competition. I personally understand the need for very hard game, but I don't see how it could work in the current situation. solid argument... I think you are right dude That's why they've implemented the easier transition game modes, as not to fuck the higher level players. If the core game isn't attracting players no amount of game modes will fix that. Why aren't we viewing the other modes as part of the core game? Would you not say that in CSGO the casual mode isn't part of the core game? The alternatives are part of the core game they're just not part of the competitive aspect. You can't compare an RTS to an FPS. For an FPS shooting boxes is part of the core game. What? Care to elaborate your question?
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On September 21 2015 02:59 KeksX wrote:Show nested quote +On September 21 2015 02:36 Ansibled wrote:On September 21 2015 02:16 KeksX wrote:On September 21 2015 02:13 Ovid wrote:On September 21 2015 02:08 KeksX wrote:On September 21 2015 01:46 Ovid wrote:On September 21 2015 01:36 K)Vincent wrote:On September 20 2015 23:31 CheRRyKiTTy wrote:On September 20 2015 18:09 K)Vincent wrote: is just my opinion guys, I wany an hard game... I don't want an user-friendly game like Blizzard did with Heroes of the storm that is a fail game... look at mobas for example, the most successful one is Dota2, the hardest one... and I'm not talking about twitch viewers but about prize pools. Honestly a guy saying "I'm not low league, I stuck in mid master from 4 years and I complain cause I want auto-inject" is one of those players that Blizzard shouldn't hear Most successful RTS is simply not enough at the moment. There is literally no competition in RTS scene. You are competing against other games like Counter Strike, MOBAs etc. and Starcraft is losing that competition HARD. If there is no entry level game to make people familiar with the gameplay, then the harder games can't flourish because the people who would eventually change from an easier game to the harder one are playing another genre. Since Starcraft is pretty much the only competitive RTS it needs to be easily approachable. Maybe Warcraft 4 or some other company is able to create this entry level RTS so that the competitive scene can flourish in the future, but at the moment we need to ease the mechanics slightly or we are going to lose to the easier competition. I personally understand the need for very hard game, but I don't see how it could work in the current situation. solid argument... I think you are right dude That's why they've implemented the easier transition game modes, as not to fuck the higher level players. If the core game isn't attracting players no amount of game modes will fix that. Why aren't we viewing the other modes as part of the core game? Would you not say that in CSGO the casual mode isn't part of the core game? The alternatives are part of the core game they're just not part of the competitive aspect. You can't compare an RTS to an FPS. For an FPS shooting boxes is part of the core game. What? Care to elaborate your question?
He said that because you were/are talking complete shit, what I said wasn't comparing an RTS to an FPS it was comparing the gamemodes within each game.
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On September 21 2015 03:17 Ovid wrote:Show nested quote +On September 21 2015 02:59 KeksX wrote:On September 21 2015 02:36 Ansibled wrote:On September 21 2015 02:16 KeksX wrote:On September 21 2015 02:13 Ovid wrote:On September 21 2015 02:08 KeksX wrote:On September 21 2015 01:46 Ovid wrote:On September 21 2015 01:36 K)Vincent wrote:On September 20 2015 23:31 CheRRyKiTTy wrote:On September 20 2015 18:09 K)Vincent wrote: is just my opinion guys, I wany an hard game... I don't want an user-friendly game like Blizzard did with Heroes of the storm that is a fail game... look at mobas for example, the most successful one is Dota2, the hardest one... and I'm not talking about twitch viewers but about prize pools. Honestly a guy saying "I'm not low league, I stuck in mid master from 4 years and I complain cause I want auto-inject" is one of those players that Blizzard shouldn't hear Most successful RTS is simply not enough at the moment. There is literally no competition in RTS scene. You are competing against other games like Counter Strike, MOBAs etc. and Starcraft is losing that competition HARD. If there is no entry level game to make people familiar with the gameplay, then the harder games can't flourish because the people who would eventually change from an easier game to the harder one are playing another genre. Since Starcraft is pretty much the only competitive RTS it needs to be easily approachable. Maybe Warcraft 4 or some other company is able to create this entry level RTS so that the competitive scene can flourish in the future, but at the moment we need to ease the mechanics slightly or we are going to lose to the easier competition. I personally understand the need for very hard game, but I don't see how it could work in the current situation. solid argument... I think you are right dude That's why they've implemented the easier transition game modes, as not to fuck the higher level players. If the core game isn't attracting players no amount of game modes will fix that. Why aren't we viewing the other modes as part of the core game? Would you not say that in CSGO the casual mode isn't part of the core game? The alternatives are part of the core game they're just not part of the competitive aspect. You can't compare an RTS to an FPS. For an FPS shooting boxes is part of the core game. What? Care to elaborate your question? He said that because you were/are talking complete shit, what I said wasn't comparing an RTS to an FPS it was comparing the gamemodes within each game.
Wow thats definitely a constructive post asking for a constructive answer.
On September 21 2015 02:35 Ovid wrote:Show nested quote +On September 21 2015 02:16 KeksX wrote:On September 21 2015 02:13 Ovid wrote:On September 21 2015 02:08 KeksX wrote:On September 21 2015 01:46 Ovid wrote:On September 21 2015 01:36 K)Vincent wrote:On September 20 2015 23:31 CheRRyKiTTy wrote:On September 20 2015 18:09 K)Vincent wrote: is just my opinion guys, I wany an hard game... I don't want an user-friendly game like Blizzard did with Heroes of the storm that is a fail game... look at mobas for example, the most successful one is Dota2, the hardest one... and I'm not talking about twitch viewers but about prize pools. Honestly a guy saying "I'm not low league, I stuck in mid master from 4 years and I complain cause I want auto-inject" is one of those players that Blizzard shouldn't hear Most successful RTS is simply not enough at the moment. There is literally no competition in RTS scene. You are competing against other games like Counter Strike, MOBAs etc. and Starcraft is losing that competition HARD. If there is no entry level game to make people familiar with the gameplay, then the harder games can't flourish because the people who would eventually change from an easier game to the harder one are playing another genre. Since Starcraft is pretty much the only competitive RTS it needs to be easily approachable. Maybe Warcraft 4 or some other company is able to create this entry level RTS so that the competitive scene can flourish in the future, but at the moment we need to ease the mechanics slightly or we are going to lose to the easier competition. I personally understand the need for very hard game, but I don't see how it could work in the current situation. solid argument... I think you are right dude That's why they've implemented the easier transition game modes, as not to fuck the higher level players. If the core game isn't attracting players no amount of game modes will fix that. Why aren't we viewing the other modes as part of the core game? Would you not say that in CSGO the casual mode isn't part of the core game? The alternatives are part of the core game they're just not part of the competitive aspect. You can't compare an RTS to an FPS. For an FPS shooting boxes is part of the core game. And the campaign or other modes like 2vs2 Archon aren't RTS?
I don't get this question. Why are you asking this? My point is that the core of an FPS is much smaller than the core of an RTS.
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On September 21 2015 02:59 KeksX wrote:Show nested quote +On September 21 2015 02:36 Ansibled wrote:On September 21 2015 02:16 KeksX wrote:On September 21 2015 02:13 Ovid wrote:On September 21 2015 02:08 KeksX wrote:On September 21 2015 01:46 Ovid wrote:On September 21 2015 01:36 K)Vincent wrote:On September 20 2015 23:31 CheRRyKiTTy wrote:On September 20 2015 18:09 K)Vincent wrote: is just my opinion guys, I wany an hard game... I don't want an user-friendly game like Blizzard did with Heroes of the storm that is a fail game... look at mobas for example, the most successful one is Dota2, the hardest one... and I'm not talking about twitch viewers but about prize pools. Honestly a guy saying "I'm not low league, I stuck in mid master from 4 years and I complain cause I want auto-inject" is one of those players that Blizzard shouldn't hear Most successful RTS is simply not enough at the moment. There is literally no competition in RTS scene. You are competing against other games like Counter Strike, MOBAs etc. and Starcraft is losing that competition HARD. If there is no entry level game to make people familiar with the gameplay, then the harder games can't flourish because the people who would eventually change from an easier game to the harder one are playing another genre. Since Starcraft is pretty much the only competitive RTS it needs to be easily approachable. Maybe Warcraft 4 or some other company is able to create this entry level RTS so that the competitive scene can flourish in the future, but at the moment we need to ease the mechanics slightly or we are going to lose to the easier competition. I personally understand the need for very hard game, but I don't see how it could work in the current situation. solid argument... I think you are right dude That's why they've implemented the easier transition game modes, as not to fuck the higher level players. If the core game isn't attracting players no amount of game modes will fix that. Why aren't we viewing the other modes as part of the core game? Would you not say that in CSGO the casual mode isn't part of the core game? The alternatives are part of the core game they're just not part of the competitive aspect. You can't compare an RTS to an FPS. For an FPS shooting boxes is part of the core game. What? Care to elaborate your question?
I don't understand what point you're making, FPS is about shooting boxes I suppose but I don't see what this has to do with a variety of game modes. SC2 Campaign, Allied Commanders, 1v1, 2v2, etc all share the same 'core game' if you break it down into something along the lines of 'shooting boxes.'
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On September 21 2015 04:16 Ansibled wrote:Show nested quote +On September 21 2015 02:59 KeksX wrote:On September 21 2015 02:36 Ansibled wrote:On September 21 2015 02:16 KeksX wrote:On September 21 2015 02:13 Ovid wrote:On September 21 2015 02:08 KeksX wrote:On September 21 2015 01:46 Ovid wrote:On September 21 2015 01:36 K)Vincent wrote:On September 20 2015 23:31 CheRRyKiTTy wrote:On September 20 2015 18:09 K)Vincent wrote: is just my opinion guys, I wany an hard game... I don't want an user-friendly game like Blizzard did with Heroes of the storm that is a fail game... look at mobas for example, the most successful one is Dota2, the hardest one... and I'm not talking about twitch viewers but about prize pools. Honestly a guy saying "I'm not low league, I stuck in mid master from 4 years and I complain cause I want auto-inject" is one of those players that Blizzard shouldn't hear Most successful RTS is simply not enough at the moment. There is literally no competition in RTS scene. You are competing against other games like Counter Strike, MOBAs etc. and Starcraft is losing that competition HARD. If there is no entry level game to make people familiar with the gameplay, then the harder games can't flourish because the people who would eventually change from an easier game to the harder one are playing another genre. Since Starcraft is pretty much the only competitive RTS it needs to be easily approachable. Maybe Warcraft 4 or some other company is able to create this entry level RTS so that the competitive scene can flourish in the future, but at the moment we need to ease the mechanics slightly or we are going to lose to the easier competition. I personally understand the need for very hard game, but I don't see how it could work in the current situation. solid argument... I think you are right dude That's why they've implemented the easier transition game modes, as not to fuck the higher level players. If the core game isn't attracting players no amount of game modes will fix that. Why aren't we viewing the other modes as part of the core game? Would you not say that in CSGO the casual mode isn't part of the core game? The alternatives are part of the core game they're just not part of the competitive aspect. You can't compare an RTS to an FPS. For an FPS shooting boxes is part of the core game. What? Care to elaborate your question? I don't understand what point you're making, FPS is about shooting boxes I suppose but I don't see what this has to do with a variety of game modes. SC2 Campaign, Allied Commanders, 1v1, 2v2, etc all share the same 'core game' if you break it down into something along the lines of 'shooting boxes.'
If you really want to compare the game modes lets look at what they have in common and what they don't. For CS:GO, in both Casual and Competetive we have two opposing teams trying to eliminate the enemy team or achieve some objective. Kills and objective wins give you money that you turn into more weapons.
Both core mechanics are: Get a weapon and shoot stuff. The actual differences in those two game modes are numbers, time limits and some other smaller things like number of rounds and so on. But other than that they aren't really different and the core is pretty much the same.
The core of the game is the same. Thats my point: To visualize that, I made the statement that you could implement a mode where you shoot boxes and you'd still have a major part of the core game. "Get a weapon and shoot stuff".
For SC2 however you have much more complexity and thus a bigger core. Of course all of them assume RTS controls, but for an RTS it's not entirely just about the way you control. RTS is much more about the context than an FPS. For example if I was to give you unlimited money in CS:GO, in the end it would still just be about whoever shoots his weapon better. Do the same in SC2 and it's an entirely different thing.
Allied Commanders as well as the campaign play much, much differently compared to Ranked 1v1. And Archon Mode is simply playing this Ranked 1v1 together. But it is not changing the game at all and if the issue for missing players lies there, no Archon Mode will fix that. If the core game [of ranked 1v1] isn't fun for many, no game modes will be able to change that.
Now we could see Allied Commanders become massively popular and fun for people. But it's to be seen whether or not that would help Ranked 1v1 at all. After all if I'm playing Allied Commanders, I'm not playing Ranked 1v1. And I might also not watch competetive 1v1 because I don't care about it and only want to play AC.
To bring that point further:
If LoL was ALL about playing this 1-lane-game mode, do you think 5v5 would be as popular? Part of its popularity is because the 5v5, the "real" mode and game's core, is fun to many.
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On September 21 2015 02:13 Ovid wrote:Show nested quote +On September 21 2015 02:08 KeksX wrote:On September 21 2015 01:46 Ovid wrote:On September 21 2015 01:36 K)Vincent wrote:On September 20 2015 23:31 CheRRyKiTTy wrote:On September 20 2015 18:09 K)Vincent wrote: is just my opinion guys, I wany an hard game... I don't want an user-friendly game like Blizzard did with Heroes of the storm that is a fail game... look at mobas for example, the most successful one is Dota2, the hardest one... and I'm not talking about twitch viewers but about prize pools. Honestly a guy saying "I'm not low league, I stuck in mid master from 4 years and I complain cause I want auto-inject" is one of those players that Blizzard shouldn't hear Most successful RTS is simply not enough at the moment. There is literally no competition in RTS scene. You are competing against other games like Counter Strike, MOBAs etc. and Starcraft is losing that competition HARD. If there is no entry level game to make people familiar with the gameplay, then the harder games can't flourish because the people who would eventually change from an easier game to the harder one are playing another genre. Since Starcraft is pretty much the only competitive RTS it needs to be easily approachable. Maybe Warcraft 4 or some other company is able to create this entry level RTS so that the competitive scene can flourish in the future, but at the moment we need to ease the mechanics slightly or we are going to lose to the easier competition. I personally understand the need for very hard game, but I don't see how it could work in the current situation. solid argument... I think you are right dude That's why they've implemented the easier transition game modes, as not to fuck the higher level players. If the core game isn't attracting players no amount of game modes will fix that. Why aren't we viewing the other modes as part of the core game? Would you not say that in CSGO the casual mode isn't part of the core game? The alternatives are part of the core game they're just not part of the competitive aspect. Archon is the same game to me. There is nothing in archon that you cant do in 1v1 or vis verca. Allied commanders did in parts not even look like an rts game to begin with. It probably is but it's a different game I don't care for at the moment. And without a competitive MP I cant see that change a lot. Desert Strike is awesome, but lacks a ladder. Campaign isnt MP. But again, they are different games and should be discussed seperatly from everything 1v1.
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That's why they've implemented the easier transition game modes, as not to fuck the higher level players.
Higher level player doesn't matter. The core target group is what brings in money and viewers. The game needs to be engaging for the average player. If its not, any type of game cannot succeed.
It is true that you need a high skill cap as well, but that's not actually for pro players. That's for the average player so he becomes motivated to continue to further improve his skill. However, if he isn't having fun in the first place, the playerbase will dwindle.
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Watching NonY's stream ; the new chronoboost looks really silly. I don't see any way in which it is better than the current HotS one.
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On September 19 2015 04:54 Jaedrik wrote:Show nested quote +On September 19 2015 04:51 Charoisaur wrote:That's what every game designer should do, 99% of the community know NOTHING about game design. They think without macro mechanics the game will be better because ... they think so. So if blizzard actually listens to the community and removes mms and once the meta settles it becomes clear that it has made the game completely boring and stale ... guess who gets blamed for it? Surely not the community. As a game designer you have to do what is best for the game. NOT what the community thinks is best for the game. Nice appeal to authority, bro. He didn't appeal to authority, he did appeal to expertise and experience in one's profession.
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On September 21 2015 08:20 [F_]aths wrote:Show nested quote +On September 19 2015 04:54 Jaedrik wrote:On September 19 2015 04:51 Charoisaur wrote:That's what every game designer should do, 99% of the community know NOTHING about game design. They think without macro mechanics the game will be better because ... they think so. So if blizzard actually listens to the community and removes mms and once the meta settles it becomes clear that it has made the game completely boring and stale ... guess who gets blamed for it? Surely not the community. As a game designer you have to do what is best for the game. NOT what the community thinks is best for the game. Nice appeal to authority, bro. He didn't appeal to authority, he did appeal to expertise and experience in one's profession.
Which is still a dead-end argument. Also no one here can say why some decisions were made. Maybe Kim got a note stating "Game releases on Nov 10, scratch all your ideas and just get it out there"? No one knows. But it's not the point for us to know that.
However a good game designer looks at what the community wants, as well. And if the majority of the community thinks that macro mechanics are not fun, one should consider that (as they are still doing clearly. Kim said himself that they haven't made their final decision yet).
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On September 21 2015 02:08 KeksX wrote:Show nested quote +On September 21 2015 01:46 Ovid wrote:On September 21 2015 01:36 K)Vincent wrote:On September 20 2015 23:31 CheRRyKiTTy wrote:On September 20 2015 18:09 K)Vincent wrote: is just my opinion guys, I wany an hard game... I don't want an user-friendly game like Blizzard did with Heroes of the storm that is a fail game... look at mobas for example, the most successful one is Dota2, the hardest one... and I'm not talking about twitch viewers but about prize pools. Honestly a guy saying "I'm not low league, I stuck in mid master from 4 years and I complain cause I want auto-inject" is one of those players that Blizzard shouldn't hear Most successful RTS is simply not enough at the moment. There is literally no competition in RTS scene. You are competing against other games like Counter Strike, MOBAs etc. and Starcraft is losing that competition HARD. If there is no entry level game to make people familiar with the gameplay, then the harder games can't flourish because the people who would eventually change from an easier game to the harder one are playing another genre. Since Starcraft is pretty much the only competitive RTS it needs to be easily approachable. Maybe Warcraft 4 or some other company is able to create this entry level RTS so that the competitive scene can flourish in the future, but at the moment we need to ease the mechanics slightly or we are going to lose to the easier competition. I personally understand the need for very hard game, but I don't see how it could work in the current situation. solid argument... I think you are right dude That's why they've implemented the easier transition game modes, as not to fuck the higher level players. If the core game isn't attracting players no amount of game modes will fix that. That's quite a strange argument considering the majority of players in WC3 and BW played UMS or team games. Especially WC3 had a far larger player-base doing UMS rather than the core game. What SC2 doesn't have compared to those two is good interface. They'd be able to retain far many players if they had bothered fixing up the arcade and bnet 0.2 properly - throw people in a chat room at login, allow creation of named custom games, rework the arcade... But since they've allowed bnet to be utter shit since launch, they'll never successfully keep players that hate 1v1 like they did in WC3 and BW.
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On September 21 2015 17:54 sushiman wrote:Show nested quote +On September 21 2015 02:08 KeksX wrote:On September 21 2015 01:46 Ovid wrote:On September 21 2015 01:36 K)Vincent wrote:On September 20 2015 23:31 CheRRyKiTTy wrote:On September 20 2015 18:09 K)Vincent wrote: is just my opinion guys, I wany an hard game... I don't want an user-friendly game like Blizzard did with Heroes of the storm that is a fail game... look at mobas for example, the most successful one is Dota2, the hardest one... and I'm not talking about twitch viewers but about prize pools. Honestly a guy saying "I'm not low league, I stuck in mid master from 4 years and I complain cause I want auto-inject" is one of those players that Blizzard shouldn't hear Most successful RTS is simply not enough at the moment. There is literally no competition in RTS scene. You are competing against other games like Counter Strike, MOBAs etc. and Starcraft is losing that competition HARD. If there is no entry level game to make people familiar with the gameplay, then the harder games can't flourish because the people who would eventually change from an easier game to the harder one are playing another genre. Since Starcraft is pretty much the only competitive RTS it needs to be easily approachable. Maybe Warcraft 4 or some other company is able to create this entry level RTS so that the competitive scene can flourish in the future, but at the moment we need to ease the mechanics slightly or we are going to lose to the easier competition. I personally understand the need for very hard game, but I don't see how it could work in the current situation. solid argument... I think you are right dude That's why they've implemented the easier transition game modes, as not to fuck the higher level players. If the core game isn't attracting players no amount of game modes will fix that. That's quite a strange argument considering the majority of players in WC3 and BW played UMS or team games. Especially WC3 had a far larger player-base doing UMS rather than the core game. What SC2 doesn't have compared to those two is good interface. They'd be able to retain far many players if they had bothered fixing up the arcade and bnet 0.2 properly - throw people in a chat room at login, allow creation of named custom games, rework the arcade... But since they've allowed bnet to be utter shit since launch, they'll never successfully keep players that hate 1v1 like they did in WC3 and BW.
It's not strange at all if you're considering the fact that nowadays you have a ton of free to play titles and there is simply not a big need for UMS anymore.
Also, how many of those that played funmaps in WC3 had an interest in standard ranked play or even pro games?
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More people played team games in wc3, too. There was a competitive 2v2 scene. That's literally nonexistent in this game. Why? Probably because the community is so broken. There weren't even chat channels at launch. It's still hard to find an active clan on bnet like some of the old clans were so active. Clans are too competitive and obsessed with rank, there aren't enough ... simple clans of people enjoying the game. And most people seem to keep to themselves. Does this game just attract loners or is this a fault of blizzard? I think the channels combined with the arcade fail it's blizzard to blame in a large part. Definitely there were people interested in WOL at the beginning.
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On September 21 2015 18:44 KeksX wrote:Show nested quote +On September 21 2015 17:54 sushiman wrote:On September 21 2015 02:08 KeksX wrote:On September 21 2015 01:46 Ovid wrote:On September 21 2015 01:36 K)Vincent wrote:On September 20 2015 23:31 CheRRyKiTTy wrote:On September 20 2015 18:09 K)Vincent wrote: is just my opinion guys, I wany an hard game... I don't want an user-friendly game like Blizzard did with Heroes of the storm that is a fail game... look at mobas for example, the most successful one is Dota2, the hardest one... and I'm not talking about twitch viewers but about prize pools. Honestly a guy saying "I'm not low league, I stuck in mid master from 4 years and I complain cause I want auto-inject" is one of those players that Blizzard shouldn't hear Most successful RTS is simply not enough at the moment. There is literally no competition in RTS scene. You are competing against other games like Counter Strike, MOBAs etc. and Starcraft is losing that competition HARD. If there is no entry level game to make people familiar with the gameplay, then the harder games can't flourish because the people who would eventually change from an easier game to the harder one are playing another genre. Since Starcraft is pretty much the only competitive RTS it needs to be easily approachable. Maybe Warcraft 4 or some other company is able to create this entry level RTS so that the competitive scene can flourish in the future, but at the moment we need to ease the mechanics slightly or we are going to lose to the easier competition. I personally understand the need for very hard game, but I don't see how it could work in the current situation. solid argument... I think you are right dude That's why they've implemented the easier transition game modes, as not to fuck the higher level players. If the core game isn't attracting players no amount of game modes will fix that. That's quite a strange argument considering the majority of players in WC3 and BW played UMS or team games. Especially WC3 had a far larger player-base doing UMS rather than the core game. What SC2 doesn't have compared to those two is good interface. They'd be able to retain far many players if they had bothered fixing up the arcade and bnet 0.2 properly - throw people in a chat room at login, allow creation of named custom games, rework the arcade... But since they've allowed bnet to be utter shit since launch, they'll never successfully keep players that hate 1v1 like they did in WC3 and BW. It's not strange at all if you're considering the fact that nowadays you have a ton of free to play titles and there is simply not a big need for UMS anymore. Also, how many of those that played funmaps in WC3 had an interest in standard ranked play or even pro games? I don't know of many systems that offer the wide variety of different games that UMS does. Sure, there's free games; but the bnet interface allows you to play many different types of games with your friends without the hassle of changing clients. Or rather, that's how it used to be, the new bnet is extremely bad for social gaming.
I can't say I know of any statistics about how many that played UMS that also played standard; I know through playing both BW and WC3 that I met the same people in both modes from time to time, and viewership in both games (especially BW) always was quite high despite the fairly low amount of 1v1 players. Not playing the same type of mode as competitive gamers doesn't mean no interest in it, since there's a large degree of familiarity in the mechanics no matter what.
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But even in the old B.Net systems >90% of games played were DotA and DotA-likes, TD and maybe BGH-likes. TD etc still exist in SC2 and DotA has a ton of high-quality free-to-play options available. So you have only a small portion of the regular players left in SC2 and those are scattered across many different maps.
And those might also be interested in ranked play, but I think at this stage they're such a small portion of players that it doesn't really matter. Even if they were watching back then(which still wasn't much for the amount of players WC3 for example had, and the vast majority of casual players certainly weren't interested in ranked 1v1 or pro games).
So right now you have either non-players or ranked 1v1 players who make up the base of SC2 eSports. So if you want to grow that, I think improving 1v1 or the viewing experience of 1v1 are the two most viable options.
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Remind me why we can't make a properly done casual mode Ala CSGO where macro mechanics can be automated, and more simplifications can be made like infinite mineral lines bgh style or even auto queuing and shit like that.
This means if you want to relax and chill you can hit up the easier modes with your friends, and if you're ready to burn rubber you hit up the normal sc2. The casual mode needs to be in your face as well CSGO style, it can't be hidden in the arcade because people won't give a shit when they have 50 unplayed steam games at their disposal. It needs to be part of the main game.
Casual team games in brood war kept it alive for years, archon mode and maybe allied commanders are a good step in the right direction for sc2. Just leave the core game alone, this is where the big boys play and you will kill it of you casualize it too much.
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Russian Federation66 Posts
Little suggestions with my bad english :
-The liberator should be in the center of his target zone like the tank. And it'd be cool if you cancel this ugly red animation, that hurt the spectator during the fight.
-The lurker should be quicker to burrowed and less powerfull, this change can give him a more agressive role i think. And made him a more "micro-intensive" unit like it was on BW.
-The ravager should be an AOE(only) unit, like a mortar. In his actual version he seems too much like the roach to me.
-The corruptor is like a weird muta right now. I don't think he need to change from his Hots version. Maybe you can just cancel his hots spell, we have the strong "late game" spell from the viper anyway.
Kiss
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