• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:52
CEST 00:52
KST 07:52
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6Code S RO8 Preview: herO, Zoun, Bunny, Classic7
Community News
Weekly Cups (June 23-29): Reynor in world title form?12FEL Cracov 2025 (July 27) - $8000 live event15Esports World Cup 2025 - Final Player Roster14Weekly Cups (June 16-22): Clem strikes back1Weekly Cups (June 9-15): herO doubles on GSL week4
StarCraft 2
General
Weekly Cups (June 23-29): Reynor in world title form? StarCraft Mass Recall: SC1 campaigns on SC2 thread The SCII GOAT: A statistical Evaluation How does the number of casters affect your enjoyment of esports? Esports World Cup 2025 - Final Player Roster
Tourneys
FEL Cracov 2025 (July 27) - $8000 live event HomeStory Cup 27 (June 27-29) WardiTV Mondays SOOPer7s Showmatches 2025 $200 Biweekly - StarCraft Evolution League #1
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers [G] Darkgrid Layout
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady
Brood War
General
ASL20 Preliminary Maps BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion StarCraft & BroodWar Campaign Speedrun Quest Unit and Spell Similarities
Tourneys
[Megathread] Daily Proleagues [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET The Casual Games of the Week Thread [BSL20] ProLeague LB Final - Saturday 20:00 CET
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Stop Killing Games - European Citizens Initiative Trading/Investing Thread Russo-Ukrainian War Thread
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread Korean Music Discussion
Sports
2024 - 2025 Football Thread NBA General Discussion Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
from making sc maps to makin…
Husyelt
Blog #2
tankgirl
Game Sound vs. Music: The Im…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 562 users

SC2 could be so much more - design and balance - Page 6

Forum Index > Legacy of the Void
Post a Reply
Prev 1 4 5 6 7 8 10 Next All
Designator
Profile Joined September 2015
11 Posts
November 04 2015 04:49 GMT
#101
On November 04 2015 05:19 Big J wrote:
2) The burden should always be on the player that wants to "make the play". It should be hard to to hide your strategy. That's what we call defenders advantage. MobA's achieve that in a spectacularily easy way: They give you vision of most of the map. It's rather simple to track opponent's not being where they should be due to tower and creep vision. This leads to very stable gameplay in which surprise tactics are considered great highlights that require high amounts of skill (coordination, tempo) instead cheap cheeses that require high amounts of skill to stop ("oh, I didn't find Waldo").
Imo future RTS games should consider inverting fog of war for that, i.e. the map is revealed and you building structures (or similar mechanics to creep spread) is what creates fog of war around your bases and on the map.


This ^ sounds very intriguing. It would also make invisible units (and nydus worms) more special for their ability to get across the map unseen... great analysis!
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
November 04 2015 08:35 GMT
#102
On November 04 2015 13:49 Designator wrote:
Show nested quote +
On November 04 2015 05:19 Big J wrote:
2) The burden should always be on the player that wants to "make the play". It should be hard to to hide your strategy. That's what we call defenders advantage. MobA's achieve that in a spectacularily easy way: They give you vision of most of the map. It's rather simple to track opponent's not being where they should be due to tower and creep vision. This leads to very stable gameplay in which surprise tactics are considered great highlights that require high amounts of skill (coordination, tempo) instead cheap cheeses that require high amounts of skill to stop ("oh, I didn't find Waldo").
Imo future RTS games should consider inverting fog of war for that, i.e. the map is revealed and you building structures (or similar mechanics to creep spread) is what creates fog of war around your bases and on the map.


This ^ sounds very intriguing. It would also make invisible units (and nydus worms) more special for their ability to get across the map unseen... great analysis!


Creep is one of the best improvements in SC2. I wish all 3 races had something similar. Something that gives the player vision of the map that required player control but did not take up supply.
Hark, what baseball through yonder window breaks?
LoneYoShi
Profile Blog Joined June 2014
France1348 Posts
Last Edited: 2015-11-04 09:59:45
November 04 2015 09:31 GMT
#103
On November 04 2015 17:35 Thieving Magpie wrote:
Show nested quote +
On November 04 2015 13:49 Designator wrote:
On November 04 2015 05:19 Big J wrote:
2) The burden should always be on the player that wants to "make the play". It should be hard to to hide your strategy. That's what we call defenders advantage. MobA's achieve that in a spectacularily easy way: They give you vision of most of the map. It's rather simple to track opponent's not being where they should be due to tower and creep vision. This leads to very stable gameplay in which surprise tactics are considered great highlights that require high amounts of skill (coordination, tempo) instead cheap cheeses that require high amounts of skill to stop ("oh, I didn't find Waldo").
Imo future RTS games should consider inverting fog of war for that, i.e. the map is revealed and you building structures (or similar mechanics to creep spread) is what creates fog of war around your bases and on the map.


This ^ sounds very intriguing. It would also make invisible units (and nydus worms) more special for their ability to get across the map unseen... great analysis!


Creep is one of the best improvements in SC2. I wish all 3 races had something similar. Something that gives the player vision of the map that required player control but did not take up supply.


Outside of very early cheeses (proxy gates/barracks, 2nd pylon stargate), all races have tools to reliably scout the map though. Terrans have reapers, scan (although completely unpractical), and generally can afford 1-2 stray marines/SCVs. Zergs have overlords, stray lings and creep. Protoss have stalkers (early game),hallucination, the Msc and observers later on.

Yes, losing to proxy is infuriating and frustrating (especially when it happens repeatedly). But scouting/having a good mapvision is also a skill that should be rewarded. I remember a recent game where a protoss tried to proxy INnoVation, and the casters went "why is he even trying that, he should know that a player like INnoVation will find it", and indeed, INno scouted the proxy with his reaper. IMHO, the problem is more that even scouted, some cheeses/all-ins are tougher to defend than to execute. And that should not be the case, the burden should be on the player "trying to make the play" as you said.
LDaVinci
Profile Joined May 2014
France130 Posts
November 04 2015 13:44 GMT
#104
I just install warcraft 1, I'm sure you would love it as a competitive game :
no control group cause no group at all. All unit (and buildings) must be selected 1 by 1 through the mouse.
no "smart" click. If you right click nothing happen. You must move, attack or whatever through the keyboard.
pathing is shitty. Unit go the wrong way always and if you want to correct it, the reactivity is so slow

There might be other stuff but I just installed it and did few campaign games. So I don't know yet. But clearly I would say the skill ceiling is so high since you have to control every unit one by one and if you don't they take poor decision.

By the way, though I'm being kindda ironical here I find this game awesome for now. But I much prefer SC2 as a competitive game. MUCH prefer. I will agree with you that there is probably some way to make it better, but maybe we should stop looking at the past.
Those who refuse to become better, already stop being good
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
November 04 2015 14:08 GMT
#105
On November 04 2015 17:35 Thieving Magpie wrote:
Show nested quote +
On November 04 2015 13:49 Designator wrote:
On November 04 2015 05:19 Big J wrote:
2) The burden should always be on the player that wants to "make the play". It should be hard to to hide your strategy. That's what we call defenders advantage. MobA's achieve that in a spectacularily easy way: They give you vision of most of the map. It's rather simple to track opponent's not being where they should be due to tower and creep vision. This leads to very stable gameplay in which surprise tactics are considered great highlights that require high amounts of skill (coordination, tempo) instead cheap cheeses that require high amounts of skill to stop ("oh, I didn't find Waldo").
Imo future RTS games should consider inverting fog of war for that, i.e. the map is revealed and you building structures (or similar mechanics to creep spread) is what creates fog of war around your bases and on the map.


This ^ sounds very intriguing. It would also make invisible units (and nydus worms) more special for their ability to get across the map unseen... great analysis!


Creep is one of the best improvements in SC2. I wish all 3 races had something similar. Something that gives the player vision of the map that required player control but did not take up supply.

I actually disagree completely with this. Creep vision is WAY too strong and makes it so hard to attack into a good zerg (=less action)
I would actually say that perfect vision leads to boring games in general, just look at LoL and it's proscene.


Which is also why i disagree with BigJ's idea to reduce the fog of war in future rts games. At least if it is without real objectives (like sc2)
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
LoneYoShi
Profile Blog Joined June 2014
France1348 Posts
Last Edited: 2015-11-04 14:40:59
November 04 2015 14:29 GMT
#106
On November 04 2015 23:08 The_Red_Viper wrote:
Show nested quote +
On November 04 2015 17:35 Thieving Magpie wrote:
On November 04 2015 13:49 Designator wrote:
On November 04 2015 05:19 Big J wrote:
2) The burden should always be on the player that wants to "make the play". It should be hard to to hide your strategy. That's what we call defenders advantage. MobA's achieve that in a spectacularily easy way: They give you vision of most of the map. It's rather simple to track opponent's not being where they should be due to tower and creep vision. This leads to very stable gameplay in which surprise tactics are considered great highlights that require high amounts of skill (coordination, tempo) instead cheap cheeses that require high amounts of skill to stop ("oh, I didn't find Waldo").
Imo future RTS games should consider inverting fog of war for that, i.e. the map is revealed and you building structures (or similar mechanics to creep spread) is what creates fog of war around your bases and on the map.


This ^ sounds very intriguing. It would also make invisible units (and nydus worms) more special for their ability to get across the map unseen... great analysis!


Creep is one of the best improvements in SC2. I wish all 3 races had something similar. Something that gives the player vision of the map that required player control but did not take up supply.

I actually disagree completely with this. Creep vision is WAY too strong and makes it so hard to attack into a good zerg (=less action)
I would actually say that perfect vision leads to boring games in general, just look at LoL and it's proscene.


Which is also why i disagree with BigJ's idea to reduce the fog of war in future rts games. At least if it is without real objectives (like sc2)


In a sense, creep also promotes action as opposing players have to get out on the map to deny it, while the Z generally has map control and tries to extend it and protect it. It also encourages you to try to distract the Z when going on creep by harrassing somewhere else.

As a terran player though, I agree with you. Fuck creep :p
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
November 04 2015 14:32 GMT
#107
On November 04 2015 23:29 LoneYoShi wrote:
Show nested quote +
On November 04 2015 23:08 The_Red_Viper wrote:
On November 04 2015 17:35 Thieving Magpie wrote:
On November 04 2015 13:49 Designator wrote:
On November 04 2015 05:19 Big J wrote:
2) The burden should always be on the player that wants to "make the play". It should be hard to to hide your strategy. That's what we call defenders advantage. MobA's achieve that in a spectacularily easy way: They give you vision of most of the map. It's rather simple to track opponent's not being where they should be due to tower and creep vision. This leads to very stable gameplay in which surprise tactics are considered great highlights that require high amounts of skill (coordination, tempo) instead cheap cheeses that require high amounts of skill to stop ("oh, I didn't find Waldo").
Imo future RTS games should consider inverting fog of war for that, i.e. the map is revealed and you building structures (or similar mechanics to creep spread) is what creates fog of war around your bases and on the map.


This ^ sounds very intriguing. It would also make invisible units (and nydus worms) more special for their ability to get across the map unseen... great analysis!


Creep is one of the best improvements in SC2. I wish all 3 races had something similar. Something that gives the player vision of the map that required player control but did not take up supply.

I actually disagree completely with this. Creep vision is WAY too strong and makes it so hard to attack into a good zerg (=less action)
I would actually say that perfect vision leads to boring games in general, just look at LoL and it's proscene.


Which is also why i disagree with BigJ's idea to reduce the fog of war in future rts games. At least if it is without real objectives (like sc2)


In a sense, creep also promotes action as opposing players have to get out on the map to deny it, while the Z generally has map control and tries to extend it and protect it.

As a terran player though, I agree with you. Fuck creep :p

Well the creep denying surely counts as some form of action, i am not sure if it's an interesting one though :D
If every race had some sort of creep? Not sure what would happen then, but when i look at a game with almost free vision (lol) i get the impression that it would be bad for the game.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
November 04 2015 15:23 GMT
#108
On November 04 2015 23:32 The_Red_Viper wrote:
Show nested quote +
On November 04 2015 23:29 LoneYoShi wrote:
On November 04 2015 23:08 The_Red_Viper wrote:
On November 04 2015 17:35 Thieving Magpie wrote:
On November 04 2015 13:49 Designator wrote:
On November 04 2015 05:19 Big J wrote:
2) The burden should always be on the player that wants to "make the play". It should be hard to to hide your strategy. That's what we call defenders advantage. MobA's achieve that in a spectacularily easy way: They give you vision of most of the map. It's rather simple to track opponent's not being where they should be due to tower and creep vision. This leads to very stable gameplay in which surprise tactics are considered great highlights that require high amounts of skill (coordination, tempo) instead cheap cheeses that require high amounts of skill to stop ("oh, I didn't find Waldo").
Imo future RTS games should consider inverting fog of war for that, i.e. the map is revealed and you building structures (or similar mechanics to creep spread) is what creates fog of war around your bases and on the map.


This ^ sounds very intriguing. It would also make invisible units (and nydus worms) more special for their ability to get across the map unseen... great analysis!


Creep is one of the best improvements in SC2. I wish all 3 races had something similar. Something that gives the player vision of the map that required player control but did not take up supply.

I actually disagree completely with this. Creep vision is WAY too strong and makes it so hard to attack into a good zerg (=less action)
I would actually say that perfect vision leads to boring games in general, just look at LoL and it's proscene.


Which is also why i disagree with BigJ's idea to reduce the fog of war in future rts games. At least if it is without real objectives (like sc2)


In a sense, creep also promotes action as opposing players have to get out on the map to deny it, while the Z generally has map control and tries to extend it and protect it.

As a terran player though, I agree with you. Fuck creep :p

Well the creep denying surely counts as some form of action, i am not sure if it's an interesting one though :D
If every race had some sort of creep? Not sure what would happen then, but when i look at a game with almost free vision (lol) i get the impression that it would be bad for the game.


Are you saying BW Spider Mines were bad for the game?
Hark, what baseball through yonder window breaks?
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
November 04 2015 15:26 GMT
#109
On November 05 2015 00:23 Thieving Magpie wrote:
Show nested quote +
On November 04 2015 23:32 The_Red_Viper wrote:
On November 04 2015 23:29 LoneYoShi wrote:
On November 04 2015 23:08 The_Red_Viper wrote:
On November 04 2015 17:35 Thieving Magpie wrote:
On November 04 2015 13:49 Designator wrote:
On November 04 2015 05:19 Big J wrote:
2) The burden should always be on the player that wants to "make the play". It should be hard to to hide your strategy. That's what we call defenders advantage. MobA's achieve that in a spectacularily easy way: They give you vision of most of the map. It's rather simple to track opponent's not being where they should be due to tower and creep vision. This leads to very stable gameplay in which surprise tactics are considered great highlights that require high amounts of skill (coordination, tempo) instead cheap cheeses that require high amounts of skill to stop ("oh, I didn't find Waldo").
Imo future RTS games should consider inverting fog of war for that, i.e. the map is revealed and you building structures (or similar mechanics to creep spread) is what creates fog of war around your bases and on the map.


This ^ sounds very intriguing. It would also make invisible units (and nydus worms) more special for their ability to get across the map unseen... great analysis!


Creep is one of the best improvements in SC2. I wish all 3 races had something similar. Something that gives the player vision of the map that required player control but did not take up supply.

I actually disagree completely with this. Creep vision is WAY too strong and makes it so hard to attack into a good zerg (=less action)
I would actually say that perfect vision leads to boring games in general, just look at LoL and it's proscene.


Which is also why i disagree with BigJ's idea to reduce the fog of war in future rts games. At least if it is without real objectives (like sc2)


In a sense, creep also promotes action as opposing players have to get out on the map to deny it, while the Z generally has map control and tries to extend it and protect it.

As a terran player though, I agree with you. Fuck creep :p

Well the creep denying surely counts as some form of action, i am not sure if it's an interesting one though :D
If every race had some sort of creep? Not sure what would happen then, but when i look at a game with almost free vision (lol) i get the impression that it would be bad for the game.


Are you saying BW Spider Mines were bad for the game?

No i am saying creep is bad for the game. Or at least the vision it gives. Especially because zerg is the mobile race to begin with.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
November 04 2015 15:29 GMT
#110
On November 05 2015 00:26 The_Red_Viper wrote:
Show nested quote +
On November 05 2015 00:23 Thieving Magpie wrote:
On November 04 2015 23:32 The_Red_Viper wrote:
On November 04 2015 23:29 LoneYoShi wrote:
On November 04 2015 23:08 The_Red_Viper wrote:
On November 04 2015 17:35 Thieving Magpie wrote:
On November 04 2015 13:49 Designator wrote:
On November 04 2015 05:19 Big J wrote:
2) The burden should always be on the player that wants to "make the play". It should be hard to to hide your strategy. That's what we call defenders advantage. MobA's achieve that in a spectacularily easy way: They give you vision of most of the map. It's rather simple to track opponent's not being where they should be due to tower and creep vision. This leads to very stable gameplay in which surprise tactics are considered great highlights that require high amounts of skill (coordination, tempo) instead cheap cheeses that require high amounts of skill to stop ("oh, I didn't find Waldo").
Imo future RTS games should consider inverting fog of war for that, i.e. the map is revealed and you building structures (or similar mechanics to creep spread) is what creates fog of war around your bases and on the map.


This ^ sounds very intriguing. It would also make invisible units (and nydus worms) more special for their ability to get across the map unseen... great analysis!


Creep is one of the best improvements in SC2. I wish all 3 races had something similar. Something that gives the player vision of the map that required player control but did not take up supply.

I actually disagree completely with this. Creep vision is WAY too strong and makes it so hard to attack into a good zerg (=less action)
I would actually say that perfect vision leads to boring games in general, just look at LoL and it's proscene.


Which is also why i disagree with BigJ's idea to reduce the fog of war in future rts games. At least if it is without real objectives (like sc2)


In a sense, creep also promotes action as opposing players have to get out on the map to deny it, while the Z generally has map control and tries to extend it and protect it.

As a terran player though, I agree with you. Fuck creep :p

Well the creep denying surely counts as some form of action, i am not sure if it's an interesting one though :D
If every race had some sort of creep? Not sure what would happen then, but when i look at a game with almost free vision (lol) i get the impression that it would be bad for the game.


Are you saying BW Spider Mines were bad for the game?

No i am saying creep is bad for the game. Or at least the vision it gives. Especially because zerg is the mobile race to begin with.


Spider Mines in BW gave free vision, and slowed down enemy movements enough for Terran to be able to reinforce its bases in time. Creep slows down enemy movement and speeds up Zerg movement enough to be able to reinforce its bases in time. I don't see any tactical or design difference.
Hark, what baseball through yonder window breaks?
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
November 04 2015 15:56 GMT
#111
On November 05 2015 00:29 Thieving Magpie wrote:
Show nested quote +
On November 05 2015 00:26 The_Red_Viper wrote:
On November 05 2015 00:23 Thieving Magpie wrote:
On November 04 2015 23:32 The_Red_Viper wrote:
On November 04 2015 23:29 LoneYoShi wrote:
On November 04 2015 23:08 The_Red_Viper wrote:
On November 04 2015 17:35 Thieving Magpie wrote:
On November 04 2015 13:49 Designator wrote:
On November 04 2015 05:19 Big J wrote:
2) The burden should always be on the player that wants to "make the play". It should be hard to to hide your strategy. That's what we call defenders advantage. MobA's achieve that in a spectacularily easy way: They give you vision of most of the map. It's rather simple to track opponent's not being where they should be due to tower and creep vision. This leads to very stable gameplay in which surprise tactics are considered great highlights that require high amounts of skill (coordination, tempo) instead cheap cheeses that require high amounts of skill to stop ("oh, I didn't find Waldo").
Imo future RTS games should consider inverting fog of war for that, i.e. the map is revealed and you building structures (or similar mechanics to creep spread) is what creates fog of war around your bases and on the map.


This ^ sounds very intriguing. It would also make invisible units (and nydus worms) more special for their ability to get across the map unseen... great analysis!


Creep is one of the best improvements in SC2. I wish all 3 races had something similar. Something that gives the player vision of the map that required player control but did not take up supply.

I actually disagree completely with this. Creep vision is WAY too strong and makes it so hard to attack into a good zerg (=less action)
I would actually say that perfect vision leads to boring games in general, just look at LoL and it's proscene.


Which is also why i disagree with BigJ's idea to reduce the fog of war in future rts games. At least if it is without real objectives (like sc2)


In a sense, creep also promotes action as opposing players have to get out on the map to deny it, while the Z generally has map control and tries to extend it and protect it.

As a terran player though, I agree with you. Fuck creep :p

Well the creep denying surely counts as some form of action, i am not sure if it's an interesting one though :D
If every race had some sort of creep? Not sure what would happen then, but when i look at a game with almost free vision (lol) i get the impression that it would be bad for the game.


Are you saying BW Spider Mines were bad for the game?

No i am saying creep is bad for the game. Or at least the vision it gives. Especially because zerg is the mobile race to begin with.


Spider Mines in BW gave free vision, and slowed down enemy movements enough for Terran to be able to reinforce its bases in time. Creep slows down enemy movement and speeds up Zerg movement enough to be able to reinforce its bases in time. I don't see any tactical or design difference.

I don't even understand why you try to argue about BW, this is about creep in sc2 and why it is good/bad.
If your whole argument comes down to (and this time it actually does) "it worked in BW!!" then it's probably a bad argument to begin with. Argue about the core design pls.
ps: i also don't really think spidermines with mech terran are really all that similar to creep in sc2, but that would be another topic.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
November 04 2015 16:03 GMT
#112
On November 05 2015 00:56 The_Red_Viper wrote:
Show nested quote +
On November 05 2015 00:29 Thieving Magpie wrote:
On November 05 2015 00:26 The_Red_Viper wrote:
On November 05 2015 00:23 Thieving Magpie wrote:
On November 04 2015 23:32 The_Red_Viper wrote:
On November 04 2015 23:29 LoneYoShi wrote:
On November 04 2015 23:08 The_Red_Viper wrote:
On November 04 2015 17:35 Thieving Magpie wrote:
On November 04 2015 13:49 Designator wrote:
On November 04 2015 05:19 Big J wrote:
2) The burden should always be on the player that wants to "make the play". It should be hard to to hide your strategy. That's what we call defenders advantage. MobA's achieve that in a spectacularily easy way: They give you vision of most of the map. It's rather simple to track opponent's not being where they should be due to tower and creep vision. This leads to very stable gameplay in which surprise tactics are considered great highlights that require high amounts of skill (coordination, tempo) instead cheap cheeses that require high amounts of skill to stop ("oh, I didn't find Waldo").
Imo future RTS games should consider inverting fog of war for that, i.e. the map is revealed and you building structures (or similar mechanics to creep spread) is what creates fog of war around your bases and on the map.


This ^ sounds very intriguing. It would also make invisible units (and nydus worms) more special for their ability to get across the map unseen... great analysis!


Creep is one of the best improvements in SC2. I wish all 3 races had something similar. Something that gives the player vision of the map that required player control but did not take up supply.

I actually disagree completely with this. Creep vision is WAY too strong and makes it so hard to attack into a good zerg (=less action)
I would actually say that perfect vision leads to boring games in general, just look at LoL and it's proscene.


Which is also why i disagree with BigJ's idea to reduce the fog of war in future rts games. At least if it is without real objectives (like sc2)


In a sense, creep also promotes action as opposing players have to get out on the map to deny it, while the Z generally has map control and tries to extend it and protect it.

As a terran player though, I agree with you. Fuck creep :p

Well the creep denying surely counts as some form of action, i am not sure if it's an interesting one though :D
If every race had some sort of creep? Not sure what would happen then, but when i look at a game with almost free vision (lol) i get the impression that it would be bad for the game.


Are you saying BW Spider Mines were bad for the game?

No i am saying creep is bad for the game. Or at least the vision it gives. Especially because zerg is the mobile race to begin with.


Spider Mines in BW gave free vision, and slowed down enemy movements enough for Terran to be able to reinforce its bases in time. Creep slows down enemy movement and speeds up Zerg movement enough to be able to reinforce its bases in time. I don't see any tactical or design difference.

I don't even understand why you try to argue about BW, this is about creep in sc2 and why it is good/bad.
If your whole argument comes down to (and this time it actually does) "it worked in BW!!" then it's probably a bad argument to begin with. Argue about the core design pls.
ps: i also don't really think spidermines with mech terran are really all that similar to creep in sc2, but that would be another topic.


My argument is similar to Big J which is that the best way for a new player to actually be willing to go out to the map is if it was easier to see the map. Creep Spread has created a fantastic way to dictate, guide, and force action in the game. How easy/hard it is to spread is something that can be patched--but it has done nothing but fantastic things for the game as it has allowed both an easy way to dictate map presence without needing to reach max supply or having units run around non-stop. The same thing happened in Mech BW where the main army did not need to be spread everywhere are Mines provided vision and deterrence.

The difference between creep and mines comes from strength of deterrence and strength of vision. Creep gives better vision but mines gave better deterrence. In either case, it's always interesting watching players clear paths, poking each other's borders over and over without having it be a committed engagement each time.
Hark, what baseball through yonder window breaks?
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2015-11-04 16:22:05
November 04 2015 16:12 GMT
#113
On November 05 2015 00:56 The_Red_Viper wrote:
Show nested quote +
On November 05 2015 00:29 Thieving Magpie wrote:
On November 05 2015 00:26 The_Red_Viper wrote:
On November 05 2015 00:23 Thieving Magpie wrote:
On November 04 2015 23:32 The_Red_Viper wrote:
On November 04 2015 23:29 LoneYoShi wrote:
On November 04 2015 23:08 The_Red_Viper wrote:
On November 04 2015 17:35 Thieving Magpie wrote:
On November 04 2015 13:49 Designator wrote:
On November 04 2015 05:19 Big J wrote:
2) The burden should always be on the player that wants to "make the play". It should be hard to to hide your strategy. That's what we call defenders advantage. MobA's achieve that in a spectacularily easy way: They give you vision of most of the map. It's rather simple to track opponent's not being where they should be due to tower and creep vision. This leads to very stable gameplay in which surprise tactics are considered great highlights that require high amounts of skill (coordination, tempo) instead cheap cheeses that require high amounts of skill to stop ("oh, I didn't find Waldo").
Imo future RTS games should consider inverting fog of war for that, i.e. the map is revealed and you building structures (or similar mechanics to creep spread) is what creates fog of war around your bases and on the map.


This ^ sounds very intriguing. It would also make invisible units (and nydus worms) more special for their ability to get across the map unseen... great analysis!


Creep is one of the best improvements in SC2. I wish all 3 races had something similar. Something that gives the player vision of the map that required player control but did not take up supply.

I actually disagree completely with this. Creep vision is WAY too strong and makes it so hard to attack into a good zerg (=less action)
I would actually say that perfect vision leads to boring games in general, just look at LoL and it's proscene.


Which is also why i disagree with BigJ's idea to reduce the fog of war in future rts games. At least if it is without real objectives (like sc2)


In a sense, creep also promotes action as opposing players have to get out on the map to deny it, while the Z generally has map control and tries to extend it and protect it.

As a terran player though, I agree with you. Fuck creep :p

Well the creep denying surely counts as some form of action, i am not sure if it's an interesting one though :D
If every race had some sort of creep? Not sure what would happen then, but when i look at a game with almost free vision (lol) i get the impression that it would be bad for the game.


Are you saying BW Spider Mines were bad for the game?

No i am saying creep is bad for the game. Or at least the vision it gives. Especially because zerg is the mobile race to begin with.


Spider Mines in BW gave free vision, and slowed down enemy movements enough for Terran to be able to reinforce its bases in time. Creep slows down enemy movement and speeds up Zerg movement enough to be able to reinforce its bases in time. I don't see any tactical or design difference.

I don't even understand why you try to argue about BW, this is about creep in sc2 and why it is good/bad.
If your whole argument comes down to (and this time it actually does) "it worked in BW!!" then it's probably a bad argument to begin with. Argue about the core design pls.
ps: i also don't really think spidermines with mech terran are really all that similar to creep in sc2, but that would be another topic.

I understand your concern but I believe it's only a question of tools you provide for the highest level of play. T/Ps make a lot happen against zerg despite the amounts of vision because of the speed at which a lot of them hit you.
Also keep in mind what I theorycrafted is a tool that works the other way around. You start with a lot of vision early, so good players don't sit around with stalkers preparing for a gameending zergling attack that doesn't come. But later on you have covered "your half" in fog of war through buildings or whatever creeping mechanic could be there, returning to a state in which it becomes increasingly harder to thwart enemy multitasking.

I believe currently early game aggression is too allin because you cannot keep track of your opponents movements, leading to the ridiculous situation that the terran hides behind walls and bunkers only knowing about 2zerglings, while the zerg positions in his base for a drop that doesn't come. --> boring build up process due to a lack of information while you could be more active with your units. Obviously more profits from being active on an "empty map" wouldn't hurt to begin with.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
November 04 2015 16:26 GMT
#114
On November 05 2015 01:03 Thieving Magpie wrote:
Show nested quote +
On November 05 2015 00:56 The_Red_Viper wrote:
On November 05 2015 00:29 Thieving Magpie wrote:
On November 05 2015 00:26 The_Red_Viper wrote:
On November 05 2015 00:23 Thieving Magpie wrote:
On November 04 2015 23:32 The_Red_Viper wrote:
On November 04 2015 23:29 LoneYoShi wrote:
On November 04 2015 23:08 The_Red_Viper wrote:
On November 04 2015 17:35 Thieving Magpie wrote:
On November 04 2015 13:49 Designator wrote:
[quote]

This ^ sounds very intriguing. It would also make invisible units (and nydus worms) more special for their ability to get across the map unseen... great analysis!


Creep is one of the best improvements in SC2. I wish all 3 races had something similar. Something that gives the player vision of the map that required player control but did not take up supply.

I actually disagree completely with this. Creep vision is WAY too strong and makes it so hard to attack into a good zerg (=less action)
I would actually say that perfect vision leads to boring games in general, just look at LoL and it's proscene.


Which is also why i disagree with BigJ's idea to reduce the fog of war in future rts games. At least if it is without real objectives (like sc2)


In a sense, creep also promotes action as opposing players have to get out on the map to deny it, while the Z generally has map control and tries to extend it and protect it.

As a terran player though, I agree with you. Fuck creep :p

Well the creep denying surely counts as some form of action, i am not sure if it's an interesting one though :D
If every race had some sort of creep? Not sure what would happen then, but when i look at a game with almost free vision (lol) i get the impression that it would be bad for the game.


Are you saying BW Spider Mines were bad for the game?

No i am saying creep is bad for the game. Or at least the vision it gives. Especially because zerg is the mobile race to begin with.


Spider Mines in BW gave free vision, and slowed down enemy movements enough for Terran to be able to reinforce its bases in time. Creep slows down enemy movement and speeds up Zerg movement enough to be able to reinforce its bases in time. I don't see any tactical or design difference.

I don't even understand why you try to argue about BW, this is about creep in sc2 and why it is good/bad.
If your whole argument comes down to (and this time it actually does) "it worked in BW!!" then it's probably a bad argument to begin with. Argue about the core design pls.
ps: i also don't really think spidermines with mech terran are really all that similar to creep in sc2, but that would be another topic.


My argument is similar to Big J which is that the best way for a new player to actually be willing to go out to the map is if it was easier to see the map. Creep Spread has created a fantastic way to dictate, guide, and force action in the game. How easy/hard it is to spread is something that can be patched--but it has done nothing but fantastic things for the game as it has allowed both an easy way to dictate map presence without needing to reach max supply or having units run around non-stop. The same thing happened in Mech BW where the main army did not need to be spread everywhere are Mines provided vision and deterrence.

The difference between creep and mines comes from strength of deterrence and strength of vision. Creep gives better vision but mines gave better deterrence. In either case, it's always interesting watching players clear paths, poking each other's borders over and over without having it be a committed engagement each time.

The best way for a new player to be willing to be out of the map is to FORCE him to be out on the map.
Creeps do this in mobas, the bomb situation does this in csgo.
Easy vision makes defensive play stronger, which leads to less action (less fun). That is how i see it atm.

Creep kinda forces action (but not really), so i don't think it is a good tool to get the game going either. (also zerg being the most mobile race makes it questionable to have such a strong defensive tool on it imo, observers for toss make a lot more sense)
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Nazara
Profile Blog Joined May 2014
United Kingdom235 Posts
November 04 2015 17:09 GMT
#115
You don't seem to see a big flaw in your fog of war mechanic.
If you allow to see starting positions , you will produce a turtle fest. Imagine zvz with overlords over every mineral field right from the start. The player who puts his spawning pool first will be always in disadvantage - you put down your pool, I put down hatch and then pool , still defending your rush but being in better economical position.

If I can put a building up and shroud your vision, I can put down a hatch or a pool and you will still be forced to scout anyway. In pvt I will do it asap and still rush an oracle. Same goes for other matchups.

If you don't allow to see inside the main or natural, you have achieved nothing. I can still prepare a cheese if I deny you scouting and fly with an Oracle or banshee into your base, and seeing it on the map travelling will not give you enough time to prepare anyway.

If you put the shroud high in tech tree I will just look at your base and prepare a perfect counter for whatever your tech path is till you are able to put fog of war.

I can't imagine a way of making this work, probably because it doesn't.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2015-11-04 17:31:50
November 04 2015 17:20 GMT
#116
On November 05 2015 02:09 Nazara wrote:
You don't seem to see a big flaw in your fog of war mechanic.
If you allow to see starting positions , you will produce a turtle fest. Imagine zvz with overlords over every mineral field right from the start. The player who puts his spawning pool first will be always in disadvantage - you put down your pool, I put down hatch and then pool , still defending your rush but being in better economical position.

If I can put a building up and shroud your vision, I can put down a hatch or a pool and you will still be forced to scout anyway. In pvt I will do it asap and still rush an oracle. Same goes for other matchups.

If you don't allow to see inside the main or natural, you have achieved nothing. I can still prepare a cheese if I deny you scouting and fly with an Oracle or banshee into your base, and seeing it on the map travelling will not give you enough time to prepare anyway.

If you put the shroud high in tech tree I will just look at your base and prepare a perfect counter for whatever your tech path is till you are able to put fog of war.

I can't imagine a way of making this work, probably because it doesn't.

don't take it to literal for starcraft because it obviously would not work without massive changes in everything. but as far as I understand it, you start SC2 with a building, hence in the fog of war with that mechanic so you won't know when the opponent makes the pool.
And yes, what you describe is exactly the point: your base is still hidden and the opponent still has to scout. The rest of the map is not and so you don't have to hide when there is no actual pressure.

As you mention ZvZ, it is actually in parts already working that way. You place your first overlord im front of the opponents natural and then you basically know everything that is going on on the map for a long time, as you see everything that leaves the opponent's base. Also we can see that it doesnt lead to turtlefests. Because the tools in ZvZ (insane production, units reinforcing fast, no walls) rather make it so that it is actually too easy to enforce on your knowledge about what the opponent is doing. In short, you prevent turtling by creating tools for your game that work within the ruleset.
Nazara
Profile Blog Joined May 2014
United Kingdom235 Posts
November 04 2015 17:31 GMT
#117
You have pointed out to me that my suggestions would require big changes to zerg or go way overboard, yet you have no problem suggesting a mechanic that hasn't been tried or tested in any rts, or at least those that I know of.
And yes I take it quite literally, we may be talking about rts design in general, but this thread is starcraft focused.
Naracs_Duc
Profile Joined August 2015
746 Posts
November 04 2015 17:32 GMT
#118
On November 05 2015 02:09 Nazara wrote:
You don't seem to see a big flaw in your fog of war mechanic.
If you allow to see starting positions , you will produce a turtle fest. Imagine zvz with overlords over every mineral field right from the start. The player who puts his spawning pool first will be always in disadvantage - you put down your pool, I put down hatch and then pool , still defending your rush but being in better economical position.

If I can put a building up and shroud your vision, I can put down a hatch or a pool and you will still be forced to scout anyway. In pvt I will do it asap and still rush an oracle. Same goes for other matchups.

If you don't allow to see inside the main or natural, you have achieved nothing. I can still prepare a cheese if I deny you scouting and fly with an Oracle or banshee into your base, and seeing it on the map travelling will not give you enough time to prepare anyway.

If you put the shroud high in tech tree I will just look at your base and prepare a perfect counter for whatever your tech path is till you are able to put fog of war.

I can't imagine a way of making this work, probably because it doesn't.


Getting caught in the specifics of a concept before finding agreement in the design goals of a concept sounds counterproductive.

Big J is wondering if its good for the game to have more map visibility in the early game, but less in the later game. How that is implemented (and the logic as to why it happens) is arbitrary.

fenix404
Profile Joined May 2011
United States305 Posts
November 04 2015 17:39 GMT
#119
dota 2 has a better high ground mechanic, while sc2 has none (vision is not a high ground advantage mechanic)

%25 miss chance isn't hurting dota 2's numbers.

sc2 is as flat as LoL or Heroes.

if they had put in miss chance since WoL, many all-ins would have been nerfed simply through map design.

map design is also lackluster, probably because ramps don't actually matter.

if you need one thing in this game its miss chance for shooting uphill. why this was ever somehow off the table for an RTS game baffles me to no end.
"think for yourself, question authority"
Nazara
Profile Blog Joined May 2014
United Kingdom235 Posts
November 04 2015 17:47 GMT
#120
First we need to determine if giving such a vision is beneficial to the game at all. In my opinion it is better to just start a new ip with such a big change.
You seem to argue that because lowest depth of bronze league doesn't scout at all, you need to help them by changing basic principle of rts games.
A solution is to simply give them a proper tutorial introducing them to basics and importance of scouting, and leaving single units across the map to gain vision in crucial areas.
Your idea is like giving a toggle button that will auto build scv's until saturation is reached because they don't know they need more workers.
Prev 1 4 5 6 7 8 10 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 9m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft319
Nina 262
CosmosSc2 65
StarCraft: Brood War
Artosis 604
MaD[AoV]33
League of Legends
Grubby4279
Counter-Strike
summit1g9081
Stewie2K399
sgares336
Foxcn272
PGG 59
Super Smash Bros
Mew2King120
PPMD85
Heroes of the Storm
Khaldor163
Other Games
fl0m914
shahzam844
Pyrionflax185
Maynarde86
ProTech54
Organizations
Other Games
BasetradeTV26
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
Other Games
gamesdonequick0
StarCraft: Brood War
sctven
[ Show 19 non-featured ]
StarCraft 2
• Hupsaiya 58
• davetesta47
• intothetv
• Kozan
• sooper7s
• Migwel
• LaughNgamezSOOP
• AfreecaTV YouTube
• IndyKCrew
StarCraft: Brood War
• blackmanpl 29
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Doublelift4339
• Jankos1943
• masondota2580
Other Games
• imaqtpie1223
• Scarra867
• Shiphtur456
Upcoming Events
PiGosaur Monday
1h 9m
The PondCast
11h 9m
Replay Cast
1d 1h
RSL Revival
1d 11h
ByuN vs Classic
Clem vs Cham
WardiTV European League
1d 17h
Replay Cast
2 days
RSL Revival
2 days
herO vs SHIN
Reynor vs Cure
WardiTV European League
2 days
FEL
2 days
Korean StarCraft League
3 days
[ Show More ]
CranKy Ducklings
3 days
RSL Revival
3 days
FEL
3 days
Sparkling Tuna Cup
4 days
RSL Revival
4 days
FEL
4 days
BSL: ProLeague
4 days
Dewalt vs Bonyth
Replay Cast
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2025-06-28
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.