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Iam curious when the testpatch is released? It has been delayed two times already, no need to copy blizzard
I agree with the "problem list", with pretty much everything on top of my head.
Zerg attack upgrade is nerfed, its 20% instead of 33% darkswarm have range 3,instead of 9.
The compensation is the irradiate range 6 instead of 9? You have to remember that good zergs, will use scourge alot better than u have seen in starbow. Also, they have abduct and hydras only have 1range less than irradiate.
Maybe its a good thing with range 6? Although i see some major problems with it. If zerg goes muta harass, can he avoid the SV to easily? When SV is gonna use irradiate, will he get sniped to easy?
Dont forget marines have 45hp here. Thats 5dragoon shots instead of 4. And its overall a buff to zerg isnt it?
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Iam curious when the testpatch is released? It has been delayed two times already, no need to copy blizzard
Yeah I know T_T
I aim to get it uploaded on sunday since I have some free hours on the day to devote to the editor. I hope I will be able to finish the last things, but take this with a grain of salt. Editor work is really time consuming, and free time is not something I have much off nowadays. If I don´t get it up this sunday, I will aim to get it uploaded next sunday. (Those are my only free days per week where I can really work hard-core in the editor.)
Here is a teaser of what will be in the test-patch:
>>>+ Show Spoiler + - One new unit at Barrack - One new unit at Factory
- One new unit at Lair tech - One new unit at Hive tech
- One new unit at Gateway/Warp gate - One new unit at Robotic facility
- "New units" means "new" units. (He he he)
- No units already in Sbow will be removed.
- No units already in Sbow will be rebalanced to make the new units fit. <-- Important! (Though some units might need a rebalance anyway, for example the Reaper.)
- If those new units are broken, I will aim to modify them and only them. (Not start to modify everything else!)
- I have picked units and "designed" them in a way I think will be fun for the game and the gameplay, and fit in the game we already have. I am limited by the units/models that are in the editor, and I have tried to make something ok out of it. As usual, since I am public with my thought processes and the development here in the forum, you will all sit on the front row of the show. Either it fails or it becomes ok. The brutal truth unfolds when we start to play it.
(It kinda is like constructing a moon rocket. I build it and take it out on the yard. People stand around and watches. We launch it. The rocket misses the moon and explodes in the ocean. I say ¤#% and goes inside. Some of you say "Consider this, oh, and this, and I suggest this." I go; "hmm" Then I build a new rocket... ^^ )
"You miss 100% of all rockets you never launch." - Abraham Lincoln
"GG go again?" - Mahatma Gandhi
Anyway,
- At least one of those units will make you all throw up your breakfast and give you a strong desire to strangle me. (I´m not kidding. I actually hesitate to include it in the patch.. ha ha.. ha)
- The test map will be uploaded for ca 2-3 weeks for a longer evaluation. Stats probably needs to be fine tuned a bit. If the patch sucks hard in real games and everyone just hates it, and prefers the ordinary Starbow version, then the test patch will be scrapped and forgotten. In either case, I aim to go public with Starbow in a couple of weeks. <<<
Edit: Earlier post about the mysterious test patch: http://www.teamliquid.net/forum/viewmessage.php?topic_id=304955¤tpage=462#9238
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Kabel, I believe Vulture needs a fix. Its an absolutely awfull feeling to build a Vulture and hopes that it does what you want to do. Its targetfire attack is hopelessly unreliable, which makes it much less usefull/practical to micro. I honestly prefer that we just revert it to the normal old version instead of this 2-attack mode thing (assuming we can't fix it).
Admittely, the moving shot thing looks cool, but when you can't attack actually target fire with it, it takes a lot of the essence out of it.
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Dec has tried to work on the vulture quite a bit, but has not been able to fix the issues, he does not how to do it, unfortunately.
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On November 15 2013 22:07 Hider wrote: Kabel, I believe Vulture needs a fix. Its an absolutely awfull feeling to build a Vulture and hopes that it does what you want to do. Its targetfire attack is hopelessly unreliable, which makes it much less usefull/practical to micro. I honestly prefer that we just revert it to the normal old version instead of this 2-attack mode thing (assuming we can't fix it).
Admittely, the moving shot thing looks cool, but when you can't attack actually target fire with it, it takes a lot of the essence out of it. To get a reliable vulture I'm pretty sure we will need to revert it.
Here is how the current vulture works. It has two weapons, one that is like a phoenix that shoots 180 degrees in front of the vulture. The other is the standard vulture weapon. When activate a attack move command it triggers the moving shot weapon to toggle on. When it shoots, the moving shot weapon toggles off and a string of behaviors manually slows it down. Clicking move will get rid of these behaviors, and deactivate the moving shot weapon. The target command is a smart command ability that is hidden. Being an ability it differently than a weapon should.
If this entire machine doesn't behave reliably than yes, we should go back to something that does.
There are two major solutions for the vulture: 1. Auto moving shot vulture. This vulture will automatically shoot at what is in front of it in an 180 degree arc. So essentially like a phoenix. Target fire will fire the same way the phoenix target fire works. 2. SC2 style. No accelleration, decelleration. It simply moves on a dime, there if you shoot you don't have to reacellerate to get away because it does this automatically. No decelleration loses a lot of finesse and drama, vultures trying to speed up to get away from lings and such.
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SC2 style. No accelleration, decelleration. It simply moves on a dime, there if you shoot you don't have to reacellerate to get away because it does this automatically. No decelleration loses a lot of finesse and drama, vultures trying to speed up to get away from lings and such.
Yeh this is the boring solution, but I prefer that over the frustrating solution, even though the latter looks cooler.
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Any thoughts about increasing the gamespeed to same as hots?
I think people would like that alot actually.
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Anyone have good micro clips from starbow? And about the stale metagame I read about in the other post. If you get more people to play the game the more likely for someone to be creative. Maybe someone should organize a tourney and post it on reddit. Might attract some pros to play just for fun, and also get some higher skilled games to attract more attention to the game.
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You'll have to sift through vod's. You can find some here: www.twitch.tv/SC2_Starbow
I will get a tournament together as soon as Kabel feels the game is complete enough. Hmmm that should be soon, how about trying to have one right after Christmas?
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On November 16 2013 18:31 Foxxan wrote: Any thoughts about increasing the gamespeed to same as hots?
I think people would like that alot actually. It is already the same speed.
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I will upload a fix to the Vulture and some other things for Starbow tomorrow. (December sent me Vulture micro instructions.)
If I manage to get it done, the new test map-patch might get uploaded too. (I don´t want to promise too much though : / )
@Meta game >>>+ Show Spoiler + And about the stale metagame I read about in the other post. If you get more people to play the game the more likely for someone to be creative.
Well, I don´t think the metagame necessarily is stale at the moment. (In fact, I have no idea. I am never online nowadays.) Here is the dilemma: There are not many other tools in the game for players to use, besides the BW stuff. And I think this will make the game feel old and predictable very fast, no matter if 5 or 50 people play it, since so much from BW is already explored and figured out. Kinda as if we made a hobby-version of Warcraft 4. Imagine if 90% of all units, heroes, spells and stats were identical to WC3. If so, the metagame would probably end up being very similar to WC3. And it would be hard to be creative in "new" ways, since WC3 is also kinda explored. I would find it much more fun to play a hobby-made version of WC4 if there was new stuff in the game: One new hero and two new units per race etc. It doesn´t matter if its perfect balance or not, or if the design is super mind blowing good. If the foundation of the game was solid enough, and used WC3 as a balance base, and people actually started to play it to become good at it, then new content would probably add more longevity to the game. That is how I feel with Sbow: We have a great BW foundation. The game is stable and has a good balance. It is rooted in the Starcraft world and it feels really "Starcrafty" and fun. We have a lot of people who are devoted to the project and want it to become good. But there is not that much new things in the game. Just kinda small improvements to already existing units - Zerg units can move while burrowed, Scourge can splash, Creep can be spread, Spine crawlers can move, Overlords can drop creep, Viper instead of Queen, Corsairs can lift up stuff, Warp in, Sentinel, Observers can use an ability, Matrix on Medics, Nerve Jammer on Vessel, Viking + Banshee instead of Wraith, Dropships can boost, BC stronger, macro mechanics for all races, some new upgrades, better game interface and a couple of other things. Thats why I keep bothering you all about the test-patch thing. An attempt from me to add 1-2 new units to each race WITHOUT changing or reworking the BW balance. (Which I´ve always done in the past. : / ) Hopefully will this lead to the game feeling more interesting and fun, while still feeling familiar and true to BW. (Even though it will not be perfect balance immediately.) <<<
@Game speed >>>+ Show Spoiler + Any thoughts about increasing the gamespeed to same as hots?
I think people would like that alot actually.
It is the same speed as in HoTS. And I hate it. Even if both BW, SC2 and Sbow have the same game speed, combats in Sbow are much faster and ends quicker than in BW for a couple of game engine related reasons. (Units are smarter, unlimited selection, better pathing, tighter DPS density etc.) I will actually reduce the attack and movement speed by maybe 5-7% for all units. Slightly slower attack and movement speed = more time for human interactions in combats = more ways to determine the outcome of a combat via micro = more fun. (That is at least what I think.) We had 10% slower attack and movement speed for a while in Sbow. Combats were IMO more exciting and fun, especially large fights who lasted longer. But it disappeared a couple of months ago when we went for the BW values for the balance. Since all BW values now are in place, I will this time aim for ca 5-7% reduction. (Which will still keep all balance relationships intact.) Our maps are scaled for BW units movement speed. If it takes 30 sec to move across the map, it will instead take 31-32.5 seconds. I don´t think that will be a problem. The economy will be slightly affected due to slower workers movement speed, but that is such a small difference, and it will still be even between all races. <<<
@Smart cast + Show Spoiler +
For thosw who do not know what it means: - In SC2, you can select for example 10 High Templars and use them all to cast Storm. If you click 10 times on the battlefield, all 10 of the HT will cast Storm one at a time. It is easy to cover the screen with Storms. - In BW, you must click on one HT at a time to cast Storm. Then the next one. And the next one. It won´t help to have all 10 selected and spam Storm. It is hard to cover the screen with Storms.
The problematic thing is the relationship between BWs 12 unit selection limit and only one caster who can cast a spell at a time. If we use unlimited selection in Sbow, but smart casting, it will be soooo much stronger and easier to just A-move vs a player who now will require a lot of APM to just cast spells. Example: - Its really easy for me to A-move with 25 Hydras + 50 Zerglings vs Protoss army, compared to how much APM Protoss must use to cast storm from 5-7 HT. If this scenario happend in BW, it would require more APM and army management from Zerg as well. Which means that the APM-relationship would be maintained. (Imagine if it was vice versa - 12 unit selection limit, smart cast in BW. It would be so much easier to spam spells compared to how hard it would be to manage armies.)
Without smart-casting, I think spells need to be stronger to compensate for unlimited selection. With smart-casting, I think mainly BW spells need to be weak or maybe even weaker than they are now.
Dark swarm + Consume is something that IMO is heavily affected by smart cast and the smart interface. Rally all your hatches to the same place with one click, spam units, consume Zerglings to gain energy, spam Dark swarm over the screen, make your army invulernable and A-move. This process is much more APM demanding in BW and requires higher execution in production management, army management, individual micro of the Defilers etc.
I think Dark Swarm might need a rework to fit with the SC2 engine. Some examples: - No consume or weaker consume. - Dark swarm does not add complete invulnerabiliy. (Maybe 50 or 75% dmg reduction) - Much smaller area - many other approaches
Same is true for Storm, Irradiate and a couple other spells. They were all nerfed in different ways because earlier in Sbow they became insanely strong when massed, since it is as easy to have MANY spellcasters as there is to have few. I don´t say that spells should be removed, or the general game interface should be dumbed down. I just think we need to identify the correct aspect of spells to balance, no matter if we use smart cast or not. Work with what we got and take the game engine into larger consideration.
@A couple of balance things discussed in the thread + Show Spoiler +Reaper - I don´t think this unit shall NOT require Tech lab. When it could be built directly from Barrack a while ago, it was impossible to go Nexus first or 14CC vs Terran. T who went 1-2 fast Reapers could win the game vs a fast expanding P or T. It was a huge balance oncern a few months ago.
I rather let the Reaper remain at Tech lab, but instead increase its efficiency. Maybe deal 12 dmg vs light units instead of 10. (One less shot to kill workers, since Drones and Probes regenerates life/shield.) Maybe faster starting movement speed.
Queen attack - Since its attack costs energy to activate, I agree that it could be bit stronger. Not too strong though, since it is still "free" defence. Maybe a couple of extra dmg will be ok.
Some upgrades cost who are off - I will fix some of them tomorrow.
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So maybe, new patch the 18th? Or later today(The 17th)?
The gamespeed in sc2 feels faster, probably because of the pathing and buildtimes
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@ Smartcasting
Well, I've stated it before. If we keep smartcasting I think the following nerfs would be appropriate:
Storm: Longer storm duration. Not sure how many seconds it is now but maybe 1-2 second longer. This way the dps is reduced and it becomes more important to micro against it. In this way it will also deal the same amount of dmg to a unit if the opponent is careless. And it will probably still be just as good vs tanks and lurkers since they take so long to move if they are sieged/burrowed.
Dark Swarm: Smaller cloud radius. I think range nerf was too hard. Maybe 9 is too much, but the TvZ where you have scourge, irradiate ,SV's marines, lurkers and defilers is a very interesting situation in which changing range too much might oversimplify it too much. + Show Spoiler + You want SV's to irradiate defilers, you want scourge to snipe SV's, you want marines to protect your SV'd agains scourge and you want lurkers to protect your scourge from being sniped from marines. Alternatively goliaths or missle turrets to snipe scourges. I'd rather see a small nerf to casting range (compared to BW) and a much larger nerf to cloud radius. In this way, zerg has to be more careful at cloud placement and unit movement which demands more from the player. A small casting range demands more from the opponent to snipe the defiler and you feel hopeless against it.
Irradiate: Longer duration (with same total dmg) or just less dmg. Not quite sure which is the best here.
In general. Try not to mess to much with casting range, but rather the effectiveness of the spell. Also, consume is boss. Please leave that alone
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When it could be built directly from Barrack a while ago, it was impossible to go Nexus first or 14CC vs Terran. T who went 1-2 fast Reapers could win the game vs a fast expanding P or T
Im not sure there is any assymmetry now. I think going CC first as terran is very risky as well atm. Previously I think it was safer due to weaker chrono. Further the advantage you got from CC first was simply way too large due benefitting extremely much from scv calldown. That has been fixed now I believe.
Higer damage vs light will also make the role of the reaper more similar to that of the Vulture. I believe we should move in the opposite direction.
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Man, I just read this last page of this topic and I cant believe how much effort you guys put into this. Played the map a couple of weeks ago and it was great, I thought it was a finished project already but now I see that people are still working on it. I bet my nuts you work more with Starbow than David Kim & his team with SC2, no wonder the map is clearly a superior game compared to SC2 right now.
edit: why arent there any tournaments to promote Starbow? I feel like all this work (even if it is just a fun hobby for the developers) is wasted if there arent any ways to promote it and make it more popular.
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On November 18 2013 08:17 ( bush wrote: Man, I just read this last page of this topic and I cant believe how much effort you guys put into this. Played the map a couple of weeks ago and it was great, I thought it was a finished project already but now I see that people are still working on it. I bet my nuts you work more with Starbow than David Kim & his team with SC2, no wonder the map is clearly a superior game compared to SC2 right now.
edit: why arent there any tournaments to promote Starbow? I feel like all this work (even if it is just a fun hobby for the developers) is wasted if there arent any ways to promote it and make it more popular.
If I remember it correctly, it is because the map's makers (developers, rather) don't want to go all out on the promotion front until they feel that Starbow is ready for it, i.e., polished enough. I think they mention it earlier in the thread but there are so many posts by now that I can't be bothered to go through them all, so if I'm totally wrong someone please correct me.
Edit: clarification.
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On November 18 2013 09:13 Vicissitude wrote:Show nested quote +On November 18 2013 08:17 ( bush wrote: Man, I just read this last page of this topic and I cant believe how much effort you guys put into this. Played the map a couple of weeks ago and it was great, I thought it was a finished project already but now I see that people are still working on it. I bet my nuts you work more with Starbow than David Kim & his team with SC2, no wonder the map is clearly a superior game compared to SC2 right now.
edit: why arent there any tournaments to promote Starbow? I feel like all this work (even if it is just a fun hobby for the developers) is wasted if there arent any ways to promote it and make it more popular. If I remember it correctly, it is because the map's makers (developers, rather) don't want to go all out on the promotion front until they feel that Starbow is ready for it, i.e., polished enough. I think they mention it earlier in the thread but there are so many posts by now that I can't be bothered to go through them all, so if I'm totally wrong someone please correct me. Edit: clarification.
Pretty much this, yes.
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One thing that I do want to mention on the subject of promoting StarBow is the fact that Lalush's thread on micro seems to have given a lot of positive attention towards the mod. If we hurry with getting the last things in place (not rushing it before its done ofc) we might get a good running start from this attention. Bush's post tells me that he probably started noticing us due to that thread, and I am sure there are many more looking towards StarBow to see how we have done things.
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