• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:33
CEST 05:33
KST 12:33
  • 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
[ASL21] Ro24 Preview Pt2: News Flash8[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy13ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple5Aligulac acquired by REPLAYMAN.com/Stego Research6Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool49Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
Aligulac acquired by REPLAYMAN.com/Stego Research Team Liquid Map Contest #22 - Presented by Monster Energy What mix of new & old maps do you want in the next ladder pool? (SC2) herO wins SC2 All-Star Invitational Weekly Cups (March 23-29): herO takes triple
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
BW General Discussion Build Order Practice Maps [ASL21] Ro24 Preview Pt2: News Flash BGH Auto Balance -> http://bghmmr.eu/ Pros React To: SoulKey vs Ample
Tourneys
[ASL21] Ro24 Group F [ASL21] Ro24 Group E 🌍 Weekly Foreign Showmatches [ASL21] Ro24 Group B
Strategy
Fighting Spirit mining rates What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game Nintendo Switch Thread General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7615 users

[SC2B] Missing the Point - Page 4

Forum Index > News
198 CommentsPost a Reply
Prev 1 2 3 4 5 6 8 9 10 Next All
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
March 16 2010 09:08 GMT
#61
On March 16 2010 17:57 Wolfpox wrote:
The only "problem" with a chance to miss is that it's nearly impossible to make this visually intuitive.

Unless you want a big "MISS!" to pop over unit's heads like some old RPG, you will simply see a unit shooting "normally", but not killing anything like normal. This confused me while I played SC1 in single player mode.

My suggestion? Cause the projectiles to actually fire off-course slightly when the miss, creating a visual representation that spectators and players will have a better chance understanding.


They do? You can see where the projectile lands by a tank/marine/hydra, and if it's a dragoon you actually see it miss like what you're saying...?
7mk
Profile Blog Joined January 2009
Germany10157 Posts
March 16 2010 09:18 GMT
#62
haha, very smart title

Miss chance is definitely the best thing to do, why remove something that worked perfectly.
beep boop
iNcontroL *
Profile Blog Joined July 2004
USA29055 Posts
March 16 2010 09:21 GMT
#63
This article looks strangely familiar...

jra64
Profile Joined November 2008
United States104 Posts
Last Edited: 2010-03-16 09:38:27
March 16 2010 09:37 GMT
#64
On March 16 2010 13:21 Daigomi wrote:

Having a game that is not perfectly predictable is bad.
Bad for who or what? It is definitely not bad for the spectators. Few things in Starcraft are more epic than watching a mine dissolve in a puddle of blue goo, or seeing a scarab come so close to obliterating a stream of peons before harmlessly fizzling out. Unpredictability makes professional gaming more exciting for another reason too: If games were decided purely on skill, Flash and Jaedong would be expected to win all their games and there would be no enjoyment in watching them play. However, when there is a bit of unpredictability, then upsets can happen, making the games more exciting to watch for everyone.

<img class="imgborder" src="http://www.teamliquid.net/staff/riptide/sc2b/sc2b_missingthepoint_scarab.jpg" />
<em>Will it? Won't it? The Broodwar Protoss user's eternal dilemma.</em>



Okay, correct me if I'm wrong but, you are suggesting that Blizzard make games more unpredictable so that games can be more 'wet and wild' and enjoyable for spectators? I'll agree that unpredictability is good for spectators, but I don't agree that you should be putting the spectators over the players of the game.

Sure, it's exciting for spectators to watch a Scarab's inferior AI skip around someone's probe line, but it isn't fun, especially for the Reaver holder, not knowing if the Scarab will do what it's INTENDED to do in the first place.

Should the Scarab have that sort of random chance and just have better AI?

We could make every unit have 1% unreliability of not doing what it's supposed to be doing. Both players have it so it shouldn't change the outcome of the game that much. It's more fun for spectators to watch, yes. It won't turn the tides of the game, yes. Should it be implemented into the game? Of course not!

The results should be in the player's control and the more of these random factors you add the less the player is in actual control of the game, even if only a small percentage.

I've seen so many complaints about Warcraft % chance to hit and Starcraft start locations it's laughable.

Players should be awarded or penalized by some random factor. They should both have the same opportunities, but their CHOICES is what affects the results. It is especially important when players are of equal skill level.

On March 16 2010 13:21 Daigomi wrote:
Professional players would prefer no miss chance.
The idea here is that no professional player would like to have unpredictability in their chosen career. Unfortunately, almost every sport in the world has unpredictability included, from a strong wind on a day of golf to the deflected goal in soccer. All sports have unpredictable factors included, and they are simply part of the job description. In fact, the ability to cope with unpredictable factors is often what distinguishes champions from average players. This point is supported by the fact that many of the best Starcraft players have stated that they would prefer the miss-rate mechanic over a damage-reduction mechanic.


Just because unpredictability is there, doesn't mean we shouldn't try to keep it to a minimum. We should level the playing field as much as possible.

If you were playing a game of golf and your opponent had zero wind on his shot, and right when you step up you have a short burst of strong wind, you'd have to be an idiot to play at that point, none the less be FORCED to play on a different circumstance than your opponent. It's only rational to wait until you have the same chances (or better) as your opponent.

The more you affect the winning result with randomness / chance / luck / even with a small percent, is exactly how much the player isn't in control of the outcome.

-jra64
meegrean
Profile Joined May 2008
Thailand7699 Posts
March 16 2010 09:49 GMT
#65
A limited amount of unpredictability is always fun to experience.
Brood War loyalist
ReaverDrop!
Profile Joined October 2009
Canada81 Posts
March 16 2010 10:08 GMT
#66
"The more you affect the winning result with randomness / chance / luck / even with a small percent, is exactly how much the player isn't in control of the outcome."

While I agree with what you have said here my good admiral it would be obvious that despite the shortcomings of this mechanic, it is still useful because it discourages a low to high ground attack, which DOES make the game more interesting, it would be good if blizzard could implement a different way to make it so. However it should be noted especially here that much of the game is/ was made around a miss mechanic in sc1. Certain tech of each race could deal with the problem of high ground, making the game more interesting and versatile, carriers for protoss siege tanks for terran and guardians/Mutarapes for zerg, if the game doesn't have a miss mechanic then position means NOTHING and we all might as well play on fastest.

Also disagree on the misconceptions there, I don't know what math you pulled out of your ass for this one but 25% miss chance is based on uh CHANCE so that would mean its unpredictable not like 1 scout=stove scout=cooking=women=money=math=starcraft=1 in a million miss chance

Bloodninja, nuff said.
Golden Ghost
Profile Joined February 2003
Netherlands1041 Posts
March 16 2010 10:36 GMT
#67
Wow. Very good (and clear and understandable) post. I enjoyed reading every second of it.
Life is to give and take. You take a vacation and you give to the poor.
tre2ettsexsju
Profile Joined May 2008
Sweden248 Posts
March 16 2010 10:39 GMT
#68
removing the sc1 style high ground advantage was one of blizzards most stupid ideas ever, along with (not sc)+ Show Spoiler +
making naxx the entry instance in wotlk

I hope something gets done about it
Jenia6109
Profile Blog Joined December 2008
Russian Federation1613 Posts
March 16 2010 10:42 GMT
#69
Totally agree with author. SC1 mechanic is the best
INnoVation TY Maru | Classic Stats Dear sOs Zest herO | Rogue Dark soO
stenole
Profile Blog Joined April 2004
Norway869 Posts
March 16 2010 10:57 GMT
#70
I agree completely with the article. I am still slightly in favour of damage reduction over miss chance, but it has nothing to do with randomness, but because it may make the choice of attack or armour upgrade more interesting. I don't think much depth would be added by having miss chance over damage reduction because of the number of shots fired upwards will be pretty high, even in small battles.

But the important message of this article is that the game needs to have more tactical depth so that small armies can hold off big armies if used right. I think that needs to be made clear, because the news post and comments make it seem like the community is divided on this when really we all agree on the same basic idea. We're just squabbling about whether Obi wan should always cut off Anakin's legs or if he should do it 99.9% of the time. At the moment he only does it 50% of the time.
Zajoman
Profile Joined December 2007
Slovakia16 Posts
March 16 2010 11:14 GMT
#71
I'm definitely for reviving the exact mechanics from SC1. So when you're attacked by an enemy unit on higher ground, it is revealed for a while, and ranged units have a 30% chance to miss when targeting enemy units on high ground.

Some rules work well as they are and changing them just because something must be changed is stupid. I don't think any other alternatives would lead to the longed for result.
Liquid`Nazgul
Profile Blog Joined September 2002
22427 Posts
March 16 2010 11:16 GMT
#72
It's hard to disagree with this. There's literally no good argument against it.
Administrator
kAra
Profile Joined September 2004
Germany1405 Posts
March 16 2010 11:27 GMT
#73
something has to be done
mada mada dane
LuDwig-
Profile Blog Joined February 2007
Italy1143 Posts
Last Edited: 2010-03-16 11:28:07
March 16 2010 11:27 GMT
#74
I have to disagree with the op on a point.

You can miss ten shots in a row.
If the miss chance of a single shot is 25%, then the chances of missing 10 shots in a row is roughly 0.0001%, or one in a million. To put this into context, if you buy fifteen lottery tickets, you have a better chance of winning the lottery than missing 10 shots in a row. The odds start looking a bit better at five shots in a row, which has a roughly one in a thousand chance of occurring. So it is conceivable that, over the course of a few games, you will at some point have five dragoons attacking who all miss the same shot. Will five dragoons missing the same shot be game changing? Probably not, as we will see in the next misconception.


this simply does not make sense. Winning the lottery has a worst % but it happens! You can't discuss the point "you can miss 10 times in a row" with "it has little chance" because if you make a 25% of missing you can actually miss 10 time in a row-.-


My alternative:
Remove damage type bonus if you are attacking an enemy on higher ground. These would mean that some natural counters (eg immortals->roach) have to be played more carefully.
Another example could be a colossous escaping from enemy on a higher ground to remove bonus damage.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=120015&currentpage=98<--Search the HotBid's Post
Whakkah
Profile Joined February 2010
Sweden113 Posts
March 16 2010 11:34 GMT
#75
Interesting, I wasn't really sold on this idea at all before this article, and probably because I didn't quite understand the problem. I don't agree with everything you said, but overall I will definitely keep this in mind when watching replays in the future.
I think the most interesting part was how it affects the teching-aspect. I kind of like the fast-paced games of Sc2, but I feel that in the long run people will probably get bored with it. :/
Nyovne
Profile Joined March 2006
Netherlands19138 Posts
March 16 2010 11:37 GMT
#76
Excellent article. Thanks!
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
7mk
Profile Blog Joined January 2009
Germany10157 Posts
March 16 2010 11:39 GMT
#77
On March 16 2010 20:27 LuDwig- wrote:
I have to disagree with the op on a point.

Show nested quote +
You can miss ten shots in a row.
If the miss chance of a single shot is 25%, then the chances of missing 10 shots in a row is roughly 0.0001%, or one in a million. To put this into context, if you buy fifteen lottery tickets, you have a better chance of winning the lottery than missing 10 shots in a row. The odds start looking a bit better at five shots in a row, which has a roughly one in a thousand chance of occurring. So it is conceivable that, over the course of a few games, you will at some point have five dragoons attacking who all miss the same shot. Will five dragoons missing the same shot be game changing? Probably not, as we will see in the next misconception.


this simply does not make sense. Winning the lottery has a worst % but it happens! You can't discuss the point "you can miss 10 times in a row" with "it has little chance" because if you make a 25% of missing you can actually miss 10 time in a row-.-


My alternative:
Remove damage type bonus if you are attacking an enemy on higher ground. These would mean that some natural counters (eg immortals->roach) have to be played more carefully.
Another example could be a colossous escaping from enemy on a higher ground to remove bonus damage.


come on wtf
"Yeah lets not implement this because X has a one in a million chance to happen

are you freakin serious?
How does anything he write there not make sense? Yes its possible, he doesnt say its not, he just says that its an invalid argument because you shouldnt care about it since it has a one in a million chance of happening
beep boop
lololol
Profile Joined February 2006
5198 Posts
March 16 2010 12:15 GMT
#78
Speed reduction also isn't the same as miss chance on average, because of the first shot advantage. With miss chance you'll kill less enemies and reduce their damage output by a lower amount in your first volley, while with attack speed reduction units with slower but more powerful attacks will be better than units with weaker and faster attacks(and if you add an aditional delay of 50% of normal attack time before the first shot, the advantage will just change sides and the whole thing will feel even more akward).
I'll call Nada.
rANDY
Profile Blog Joined November 2005
United Kingdom748 Posts
March 16 2010 12:24 GMT
#79
To me this article seemed full of holes, bias and exaggerations =[
fr0d0b0ls0n
Profile Joined March 2010
Spain51 Posts
March 16 2010 12:38 GMT
#80
In the way the replays work (the game is re-played with player's inputs), is really viable to have randomness in the game? (I don't know much about programming).

I don't really like the idea of %miss. I prefer +1 range for the higher ground's units, for example.

I should warn you, getting what you want and being happy are two quite different things.
Prev 1 2 3 4 5 6 8 9 10 Next All
Please log in or register to reply.
Live Events Refresh
PiGosaur Cup
00:00
#75
PiGStarcraft597
SteadfastSC89
CranKy Ducklings88
EnkiAlexander 59
davetesta57
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft597
RuFF_SC2 182
Nina 91
SteadfastSC 89
ViBE88
StarCraft: Brood War
GuemChi 6437
Horang2 1976
PianO 459
Noble 23
Dota 2
monkeys_forever834
Counter-Strike
m0e_tv274
Other Games
summit1g10341
Fnx 1935
Artosis425
WinterStarcraft307
C9.Mang0304
Maynarde113
Organizations
Other Games
gamesdonequick951
BasetradeTV104
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Hupsaiya 85
• practicex 15
• CranKy Ducklings SOOP3
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• AfreecaTV YouTube
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo763
Other Games
• Scarra796
Upcoming Events
Replay Cast
5h 27m
Afreeca Starleague
6h 27m
BeSt vs Leta
Queen vs Jaedong
Kung Fu Cup
7h 27m
Replay Cast
20h 27m
The PondCast
1d 6h
OSC
1d 20h
RSL Revival
2 days
TriGGeR vs Cure
ByuN vs Rogue
Replay Cast
2 days
RSL Revival
3 days
Maru vs MaxPax
BSL
3 days
[ Show More ]
RSL Revival
4 days
uThermal 2v2 Circuit
4 days
BSL
4 days
Replay Cast
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

CSL Season 20: Qualifier 1
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
ASL Season 21
CSL Season 20: Qualifier 2
RSL Revival: Season 4
Nations Cup 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

Escore Tournament S2: W1
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
StarCraft2 Community Team League 2026 Spring
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
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 © 2026 TLnet. All Rights Reserved.