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On January 13 2014 10:18 Beef Noodles wrote:Show nested quote +On January 13 2014 09:17 AicyDC wrote:On January 12 2014 14:57 Kabel wrote: Queen - Remove 1-limit per Hatchery (Possible to get extra Queens for defence. Might be an annoying feature anyway?) Is it worth getting an extra Queen for Reaper defence? Maybe if the spare energy is worthwile to use on Creep tumors or Nurturing Swarm for faster tech? (So its not a completely worthless investment)
Of course, it will be very worthwhile to open more queens! If you look at SC2, 4 queen openers are very common in ZvT especially ( as well as the other two matchups) because of how useful they are for defending, and how they can get you a very strong creep spread. My concern is that with nurturing swarm, they will be too good. 6 queens could be used to easily tech up to get ridiculous spire timings and things like that, or it could be used in a way that zerg never has to scout or prepare to defend all-ins. I played a game yesterday where I didn't scout the terran's all-in at all and I was completely unprepared, but what I could do is nurturing swarm 2 spines in a panic move which meant I could defend easily. This was with only 2 queens, both of which were injecting so they didn't have much spare energy. Imagine if Zergs were opening up 6 queens on 2 base like they did in WoL, this would mean they can drone drone drone like in WoL using their queens to defend PLUS they can use nurturing swarm to not only get really fast tech/extra bases but also really fast defences if their oppoment decides to attack. This could lead to the same turtle to 80 drones into broodlord/infestor type playstyle that plauged WoL. I definitely want the remove 1-limit per Hatchery rule, because I feel like it's kind of arbitrary and makes many many possible zerg openers viable (e.g you pretty much have to open zergling speed vs reapers in SB, otherwise you will die to reapers - and the vultures after that). 4 queen openers are a great thing in SC2, and increase the number of viable builds from zerg a lot, but with nurturing swarm I fear zerg might be too strong and be able to defend very easily with them. So, currently the queen is way too complicated. Many people feel like the changes were made for the sake of changing them. I love the new inject, but the other changes are meh. I'd like to remove the 1-limit per hatchery cap but also remove nurturing swarm or nerf it so that with multiple queens it wouldn't be so strong. Something else worth considering is removing the ability enrage, and replace it with the standard SC2 attack, but range 3. I'll discuss this below with the reaper. On January 12 2014 14:57 Kabel wrote:Will this be enough to "solve" the potential Reaper vs Zerg early game problem? In order to solve this problem, I think there are two paths to go down: 1. Make creep give a speed bonus (and remove the regen) 2. Give queens an auto-attack, remove enrage 3. Secret and better third option: do both and decrease queen health and make their attack only range 3) I'll discuss 1 firstI think creep is a fantastic thing in SC2, and one of the things that Blizz managed to do right. To steal from a reddit quote: MuzzyIsMe wrote: Why remove speed on creep? I think that's a great mechanic that encourages more skill (creep spread and removal) and really gives a tense feeling as an army marches onto creep. You are now in Zerg territory. If it doesn't give speed, it's not really scary. The regen is hardly significant. Creep is a great thing in SC2, that shows great skill in player, adds excitement and makes for interesting games. Spreading creep is a whole of a lot less worthwhile in Starbow not just because of the removed speed buff, but also because of the queen cap making spreading creep a lot harder and moving detection is a lot more common and used in Starbow than in SC2. (Especially for terran who both can use scans very liberally as they aren't sacrificing a mule, and nearly always have science vessels in their army composition after a certain point because they're a very good unit). Giving creep speed back in SC2 so that zerglings are faster (or maybe the same speed as) reapers on creep would mean that unlike now, reapers could no longer indefinitely kite zerglings and zerglings would be an effective way to deal with reapers but only with good micro from the zerg. This would result in a fun back and forth like we have in hots, where you are pulling the weak zerglings back, and only chasing the reapers up till the edge of creep. I understand that Zerg already has a defenders advantage with lurkers and small chokes into bases, and you want to detach zerg units from creep. Additionally there was the problem in ZvP where hydras rolled zealots on creep because they were able to kite the zealots, and zealots rolled hydras off creep because zealots were significantly faster leading to boring gameplay where both players didn't attack. Therefore I propose you bring creep speed back but with the following changes: 1. Something like only 60% of the speed bonus compared to what it is in SC2 for most units 2. For speed hydras (zerglings and hydralisks), what the speed upgrade does is bring the off creep speed up to the same as the on creep speed. So once the speed upgrade is researched, hydras and zerglings are the same speed on creep as they are off creep. This may seem like an arbitrary rule to fix one area of gameplay, which we don't like and can be confusing, but if you simply made the description of the upgrade "brings zerglings/hydralisks off creep speed up to their on creep speed" you can see how this doesn't really seem arbitrary at all, and does a good job of avoiding the issue of hydras on creep that are far too good vs units like zealots, and super zerglings which are insanely mobile for defending drops or getting a very fast surround. 2I don't like enrage as an ability. It may increase some kind of decision making choice, but does nothing to increase mechanical skill. Some may think it does, but pressing 5e (I'll have my queen hotkeyed on 5, and then the hotkey for enrage is e) takes less than 100ms for any masters player. It leads to a situation where the terran will bait out an enrage, and then fall back and boringly wait for 20 seconds until it goes off at which point it just runs past the queen and attacks however many drones he likes. (or kites and kills lots of lings before going to the drones). The terran can't just run past and try and scoot and shoot to kill drones because enrage does so much damage, and he can't engage the queen because enrage does so much damage. This is much less interesting, much more frustrating for the zerg player and leaves a lot less room for the zerg player to actually micro and show skill himself compared to a back and forth between the reapers and queen/zerglings and reapers running past the queen which does consistent but low damage and scoot and shooting to pick off drones, trying to barely get away with minimal health and maximum kills possible whilst the zerg player stutter steps and manuevers both his lings and queens in order to try and kill the reaper, whilst also pulling damaged drones back to avoid them dying. This is what we see in SC2, and it's a very interesting part of gameplay that is one of the things that Blizzard has done very well with Hots. 3Return the creep speed boost, give queens an auto attack and remove enrage, remove the one queen per base cap. But also reduce queen HP from 150 to 80, and reduce their attack range to 3. What this means is that zerg can deal with reapers in a fun, interactive, way for both players but also that queens don't become a boring means of defending both terran and protoss aggression easily like they became in WoL. TL;DRFull list of my changes in an ideal world: - Units on creep get a speed bonus - Zergling and Hydralisk speed simply brings their off creep speed up to their on creep speed, rather than increasing both on creep speed and off creep. Or alternatively it could bring both speeds up, but still to the same value. - One queen per base cap removed - Enrage removed, replaced with the old attack but range 3 - Queen health nerfed to 80 - Nurturing swarm either removed or nerfed as it would be too strong and could lead to WoL-esque gameplay. Perhaps instead of increasing spawn rate by 100% for 20 seconds at the cost of 25 energy, it could something like increasing spawn rate by 50% for 15 seconds at the cost of 50 energy I really really don't want to see speed on creep. Think about it this way. If they gave zergs that advantage, they would need to nerf something else to compensate (either nerf something about zerg units attack or defense stats, or nerf their movement speed off creep). Either way, you are binding the zerg army to creep. Starbow is about spreading out and attacking everywhere.
You're saying that though with the assumption that the game is balanced currently. For all we know once the meta develops zerg might already be grossly overpowered, or grossly underpowered. At the moment I don't think we're entirely concerned about balance, but game design and making the game more interesting and allowing very skillful mechanical players with high apm to show off their skill - and to increase the reward for mechanically skillful players. Players like Scarlett in SC2 are loved by many because she shows her great skill with amazing creep spread.
There could be entire areas of fun back and forth gameplay revolving around the fight between spreading creep and the opponent denying it like there is in SC2 with hellion(/baneshee) harass. Hellion harass in SC2 is rarely used to kill drones, but to deny creep spread and secure map control. We could have the same kind of thing with things like the bisu build in ZvP or with vulture's in ZvT in Starbow.
And with most units, I do not think binding units to creep is much a problem at all as the speed bonus is not such a big deal for them. The only one is the hydralisk really, and my change would be such that hydras are the same speed off creep as they are on creep once speed is researched.
Additionally there is the fact that terran, zerg and protoss players can clear creep much more easily in Starbow than in SC2 due to more readily available mobile detection.
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Honestly I feel creep allowing a bonus to speed would be exacerbating the problems of SC2 in making the game needlessly faster. Perhaps if you actually had to build creep colonies with drones maybe? (just a loose thought no real basis behind that one).
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If you've been reading lots of youtube and reddit comments like me, a very common complain is actually that Starbow is too slow.
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Well i don't consider necessary to remove the bonus speed in creep, or at least not now, but i suck at starbow so yeah ^^ What you guys could do if you don't want the creep bonus speed is to speed up the healing a bit of zerg units on creep, just a little bit, also you guys have already tested that out iirc, there was an old version of starbow where overlords had some kind of armor bonus with their creep right?
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Something to consider: creep speed as an upgrade at lair.
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On January 13 2014 10:37 AicyDC wrote:Show nested quote +On January 13 2014 10:18 Beef Noodles wrote:On January 13 2014 09:17 AicyDC wrote:On January 12 2014 14:57 Kabel wrote: Queen - Remove 1-limit per Hatchery (Possible to get extra Queens for defence. Might be an annoying feature anyway?) Is it worth getting an extra Queen for Reaper defence? Maybe if the spare energy is worthwile to use on Creep tumors or Nurturing Swarm for faster tech? (So its not a completely worthless investment)
Of course, it will be very worthwhile to open more queens! If you look at SC2, 4 queen openers are very common in ZvT especially ( as well as the other two matchups) because of how useful they are for defending, and how they can get you a very strong creep spread. My concern is that with nurturing swarm, they will be too good. 6 queens could be used to easily tech up to get ridiculous spire timings and things like that, or it could be used in a way that zerg never has to scout or prepare to defend all-ins. I played a game yesterday where I didn't scout the terran's all-in at all and I was completely unprepared, but what I could do is nurturing swarm 2 spines in a panic move which meant I could defend easily. This was with only 2 queens, both of which were injecting so they didn't have much spare energy. Imagine if Zergs were opening up 6 queens on 2 base like they did in WoL, this would mean they can drone drone drone like in WoL using their queens to defend PLUS they can use nurturing swarm to not only get really fast tech/extra bases but also really fast defences if their oppoment decides to attack. This could lead to the same turtle to 80 drones into broodlord/infestor type playstyle that plauged WoL. I definitely want the remove 1-limit per Hatchery rule, because I feel like it's kind of arbitrary and makes many many possible zerg openers viable (e.g you pretty much have to open zergling speed vs reapers in SB, otherwise you will die to reapers - and the vultures after that). 4 queen openers are a great thing in SC2, and increase the number of viable builds from zerg a lot, but with nurturing swarm I fear zerg might be too strong and be able to defend very easily with them. So, currently the queen is way too complicated. Many people feel like the changes were made for the sake of changing them. I love the new inject, but the other changes are meh. I'd like to remove the 1-limit per hatchery cap but also remove nurturing swarm or nerf it so that with multiple queens it wouldn't be so strong. Something else worth considering is removing the ability enrage, and replace it with the standard SC2 attack, but range 3. I'll discuss this below with the reaper. On January 12 2014 14:57 Kabel wrote:Will this be enough to "solve" the potential Reaper vs Zerg early game problem? In order to solve this problem, I think there are two paths to go down: 1. Make creep give a speed bonus (and remove the regen) 2. Give queens an auto-attack, remove enrage 3. Secret and better third option: do both and decrease queen health and make their attack only range 3) I'll discuss 1 firstI think creep is a fantastic thing in SC2, and one of the things that Blizz managed to do right. To steal from a reddit quote: MuzzyIsMe wrote: Why remove speed on creep? I think that's a great mechanic that encourages more skill (creep spread and removal) and really gives a tense feeling as an army marches onto creep. You are now in Zerg territory. If it doesn't give speed, it's not really scary. The regen is hardly significant. Creep is a great thing in SC2, that shows great skill in player, adds excitement and makes for interesting games. Spreading creep is a whole of a lot less worthwhile in Starbow not just because of the removed speed buff, but also because of the queen cap making spreading creep a lot harder and moving detection is a lot more common and used in Starbow than in SC2. (Especially for terran who both can use scans very liberally as they aren't sacrificing a mule, and nearly always have science vessels in their army composition after a certain point because they're a very good unit). Giving creep speed back in SC2 so that zerglings are faster (or maybe the same speed as) reapers on creep would mean that unlike now, reapers could no longer indefinitely kite zerglings and zerglings would be an effective way to deal with reapers but only with good micro from the zerg. This would result in a fun back and forth like we have in hots, where you are pulling the weak zerglings back, and only chasing the reapers up till the edge of creep. I understand that Zerg already has a defenders advantage with lurkers and small chokes into bases, and you want to detach zerg units from creep. Additionally there was the problem in ZvP where hydras rolled zealots on creep because they were able to kite the zealots, and zealots rolled hydras off creep because zealots were significantly faster leading to boring gameplay where both players didn't attack. Therefore I propose you bring creep speed back but with the following changes: 1. Something like only 60% of the speed bonus compared to what it is in SC2 for most units 2. For speed hydras (zerglings and hydralisks), what the speed upgrade does is bring the off creep speed up to the same as the on creep speed. So once the speed upgrade is researched, hydras and zerglings are the same speed on creep as they are off creep. This may seem like an arbitrary rule to fix one area of gameplay, which we don't like and can be confusing, but if you simply made the description of the upgrade "brings zerglings/hydralisks off creep speed up to their on creep speed" you can see how this doesn't really seem arbitrary at all, and does a good job of avoiding the issue of hydras on creep that are far too good vs units like zealots, and super zerglings which are insanely mobile for defending drops or getting a very fast surround. 2I don't like enrage as an ability. It may increase some kind of decision making choice, but does nothing to increase mechanical skill. Some may think it does, but pressing 5e (I'll have my queen hotkeyed on 5, and then the hotkey for enrage is e) takes less than 100ms for any masters player. It leads to a situation where the terran will bait out an enrage, and then fall back and boringly wait for 20 seconds until it goes off at which point it just runs past the queen and attacks however many drones he likes. (or kites and kills lots of lings before going to the drones). The terran can't just run past and try and scoot and shoot to kill drones because enrage does so much damage, and he can't engage the queen because enrage does so much damage. This is much less interesting, much more frustrating for the zerg player and leaves a lot less room for the zerg player to actually micro and show skill himself compared to a back and forth between the reapers and queen/zerglings and reapers running past the queen which does consistent but low damage and scoot and shooting to pick off drones, trying to barely get away with minimal health and maximum kills possible whilst the zerg player stutter steps and manuevers both his lings and queens in order to try and kill the reaper, whilst also pulling damaged drones back to avoid them dying. This is what we see in SC2, and it's a very interesting part of gameplay that is one of the things that Blizzard has done very well with Hots. 3Return the creep speed boost, give queens an auto attack and remove enrage, remove the one queen per base cap. But also reduce queen HP from 150 to 80, and reduce their attack range to 3. What this means is that zerg can deal with reapers in a fun, interactive, way for both players but also that queens don't become a boring means of defending both terran and protoss aggression easily like they became in WoL. TL;DRFull list of my changes in an ideal world: - Units on creep get a speed bonus - Zergling and Hydralisk speed simply brings their off creep speed up to their on creep speed, rather than increasing both on creep speed and off creep. Or alternatively it could bring both speeds up, but still to the same value. - One queen per base cap removed - Enrage removed, replaced with the old attack but range 3 - Queen health nerfed to 80 - Nurturing swarm either removed or nerfed as it would be too strong and could lead to WoL-esque gameplay. Perhaps instead of increasing spawn rate by 100% for 20 seconds at the cost of 25 energy, it could something like increasing spawn rate by 50% for 15 seconds at the cost of 50 energy I really really don't want to see speed on creep. Think about it this way. If they gave zergs that advantage, they would need to nerf something else to compensate (either nerf something about zerg units attack or defense stats, or nerf their movement speed off creep). Either way, you are binding the zerg army to creep. Starbow is about spreading out and attacking everywhere. You're saying that though with the assumption that the game is balanced currently. For all we know once the meta develops zerg might already be grossly overpowered, or grossly underpowered. At the moment I don't think we're entirely concerned about balance, but game design and making the game more interesting and allowing very skillful mechanical players with high apm to show off their skill - and to increase the reward for mechanically skillful players. Players like Scarlett in SC2 are loved by many because she shows her great skill with amazing creep spread. There could be entire areas of fun back and forth gameplay revolving around the fight between spreading creep and the opponent denying it like there is in SC2 with hellion(/baneshee) harass. Hellion harass in SC2 is rarely used to kill drones, but to deny creep spread and secure map control. We could have the same kind of thing with things like the bisu build in ZvP or with vulture's in ZvT in Starbow. And with most units, I do not think binding units to creep is much a problem at all as the speed bonus is not such a big deal for them. The only one is the hydralisk really, and my change would be such that hydras are the same speed off creep as they are on creep once speed is researched. Additionally there is the fact that terran, zerg and protoss players can clear creep much more easily in Starbow than in SC2 due to more readily available mobile detection. I don't think you fully understood my point. I wasn't commenting on balance. I was commenting on design. I am assuming at some point in the future, the game will be balanced, and we then must consider the effects of bonus speed on creep as a design choice.
Consider 2 scenarios:
1) the game is balanced with bonus speed on creep 2) the game is balanced without bonus speed on creep
Bonus speed on creep is a very powerful feature. Therefore, for the game to be balanced in both scenarios, you will need to compensate for the bonus speed by nerfing some other aspect of zerg. When you do that, you will likely make the zerg DEPENDENT on the creep, so you hinder fighting off creep. I don't want that to happen.
Take SC2 for example. In ZvT banelings vs marines, you almost HAVE to fight on creep, or else the banelings won't connect. This really limits Zerg's ability to fight. Is it balanced? Yes. Is it fun, and does it allow for interesting fights all over the map? Not really.
That is my point.
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I have a question, why did you guys nerf banshee damage? I have trouble finding a use for them
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On January 13 2014 11:49 DBS wrote: I have a question, why did you guys nerf banshee damage? I have trouble finding a use for them
They are very much a hit and run unit here. Its damage is indeed lower, but it is much faster and starts with Cloak. I think they are a great opener in all matchups. Though its best if you follow up w/ a mech-transition. If you plan to get 3+ early on, I definitely recommend also researching range.
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What kind of mathematical modeling are you using for the balancing? Or are you focusing on gameplay rather than balance at the moment?
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Why can't you target fire with siege tanks? They always shoot at what's closest.
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On January 13 2014 12:49 LaLuSh wrote: Why can't you target fire with siege tanks? They always shoot at what's closest.
I think I know the problem. Must be a bug due to the Dropship being able to lift sieged Siege Tanks. That Tank attack had to be reworked.. Aahh.. I will contact the person who made the triggers for it to see if it can be improved
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@Scan I see that you raised the buildtime here to 45seconds. Its to much, i feel it should be lower->30Buildtime~ Its sort of an no-brain in regard to buildtime, but terran needs it
Especially in tvz. In broodwar, terran opens academy->unlocks: stim, medic and scan Here, terran needs->fast gas, techlabs and no scan in sight.
Terran needs an ebay->from there he can unlock it. Its pretty crucical that terran have any sort of scouting here. Scout drone count, scout his tech. Especially in starbow, because of the banelings. And roaches Zerg can go a fast third, heavy lings/banes. Which was not possible in bw.
So more strategies here in starbow->scouting evne more imporatnt
At the same time, i feel starting with 3 scans when u unlock it is to much. In broodwar, you start with 1scan(50energy). I suggest to lower it to 1.3 scans when u upgrade it (on each cc).
Note, iam not sure how much "energy" they cost now? I know they do not get energy when they unlock the seperate thing but i cant find the word for it. I noted you increased it to cooldown60, iam guessing it costs like 40energy?
Maybe reduce the price of the "seperate scan" to btw, because OB->scan, quite expensive. Since the bw balance is not there anyway->they lose 2workers each time they upgrade, it doesnt matter if it got lowered to 50/50.
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The only thing I want from Starbow is the BW siege tank sounds. You did it with the hydra, PLEASE do it with tanks!
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On January 13 2014 12:49 LaLuSh wrote: Why can't you target fire with siege tanks? They always shoot at what's closest.
Ah all the APM wasted in my navie thoughts that I actually could target fire....
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On January 13 2014 19:15 Dubo wrote: The only thing I want from Starbow is the BW siege tank sounds. You did it with the hydra, PLEASE do it with tanks! Hydra sound is actually already in the game, just no used.
Every time we add custom content it adds to the overall file size.
Nice to keep it relatively light for slow dl'ers.
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On January 13 2014 16:22 Foxxan wrote: @Scan I see that you raised the buildtime here to 45seconds. Its to much, i feel it should be lower->30Buildtime~ Its sort of an no-brain in regard to buildtime, but terran needs it
Especially in tvz. In broodwar, terran opens academy->unlocks: stim, medic and scan Here, terran needs->fast gas, techlabs and no scan in sight.
Terran needs an ebay->from there he can unlock it. Its pretty crucical that terran have any sort of scouting here. Scout drone count, scout his tech. Especially in starbow, because of the banelings. And roaches Zerg can go a fast third, heavy lings/banes. Which was not possible in bw.
So more strategies here in starbow->scouting evne more imporatnt
At the same time, i feel starting with 3 scans when u unlock it is to much. In broodwar, you start with 1scan(50energy). I suggest to lower it to 1.3 scans when u upgrade it (on each cc).
Note, iam not sure how much "energy" they cost now? I know they do not get energy when they unlock the seperate thing but i cant find the word for it. I noted you increased it to cooldown60, iam guessing it costs like 40energy?
Maybe reduce the price of the "seperate scan" to btw, because OB->scan, quite expensive. Since the bw balance is not there anyway->they lose 2workers each time they upgrade, it doesnt matter if it got lowered to 50/50.
I played a lot of TvZ's with my friends a few days ago, I don't see the engy bay as a big problem. Maybe it changed since I last played, but I've been using a build similar to a 1 Rax FE in BW.
10 depot 12 rax 13-14 depot wall off if not hatch first 15 CC if hatch first 21 Gas 23 Ebay @100% +1 weapons TLab @100% Stim, Range Upgrade, and 1 medic Double OC's @30 ish add on 2 more rax (reactor one of them) Factory, Starport.. etc
Anyways, build plays out a lot like BW Terran and has worked pretty well for me. Got to start school!
EDIT: the addition of +2 rax should be at or around 35-40 and you should add a TLab after you put down a factory so you have more unit production flexibility. More marines or medics.
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A couple of minor things I noticed watching Crank's stream:
-The spider mines are not intuitive at all, I can never predict whether they will go off, or even whether they have gone off. -At one point there were two scv drops on a ramp and the vulture still passed through it, as if the animation didn't properly predict when the scvs would take up space. -Maybe it's Crank's graphics setting, but I can't really tell the graphics for Dark Swarm.
Some more general philosophical things: -I guess Starbow is in the phase where you capitalize on it being in beta and receiving attention? I know that one thing that turns people away from the game is its state of flux, where today you can never be certain what will be in the game tomorrow. At the same time, with more people playing the mod there should be a lot of good feedback for what aspects work or not, so it would be a shame to halt development or anything.
-There have been like ten threads about Starbow on reddit the last few days, and if you know reddit that means that there will already be a huge faction of people sick to death of hearing about it, so be adamant about Starbow not being a replacement for, or an attempt to fix, Starcraft 2. I think the world will be more accepting if Starbow is seen as an independent project. And reading decemberscalm's posts on reddit, it did seem to me like he was mindful of this, but you can never say it too often.
-Starbow can never hope to compete with Blizzard in terms of replacing the game. If you take dota as an example, it really requires money to get the game in a state where it's an acceptable alternative for any sort of mainstream e-sports purpose. Dota as a WC3 mod, with all its quirks, bugs, strange animations, wrong tooltips and lack of polish, being hosted on a dubious sort of client like Garena, could never enable what Valve has achieved with Dota2, even if gameplay is essentially the same. For Starbow too, there are so many little things about it that reveal the inexperience of the development team and their general lack of resources. I guess the main problem is an inability to create new models or animations of the same quality as the ones already in Starcraft 2.
-I think the mod betrays a sometimes purely functional perspective on the game, especially when contrasted with Blizzard's approach. As an example, inject larva works very well in terms of demonstrating action -> reward to the player. There is a surge in larva availability as the newly spawning larva clatter from the hatchery onto the ground. It's visually demonstrative and conceptually simple, so as a player you know very clearly what just happened and why you should care. I don't think that the queen macro mechanic for Starbow is anywhere near as clean. But let's be fair and acknowledge there is a reason why the mechanic was changed, and it's probably true that Starbow's is more functional. Maybe the same thing is true for the creep mechanic, which in Starbow is somewhat dubious. I'll say that I've often campaigned for reducing the movement speed bonus on creep in Starcraft 2, because I think it's broken: it gives too much map control, reduces reinforcement times, makes it really difficult to catch the zerg out of position in terms of harass, and it gives certain units too much of a boost. (banelings&hydras for instance) But at the same time I don't like that in Starbow it's not even clear what the creep does -- at least, it's not immediately clear; yet, even if you understand what it does you don't know why you should care about it and whether there is a real purpose behind doing the difficult mechanical chore of spreading creep. (I think this is a dangerous pattern, since you never want difficult mechanical tasks to not be rewarding, lest a player feel betrayed when after endless practice he notices no real improvement in his results even if his creep spread improved manifold). I'm not going to say that this approach is wrong, since Starbow has a different audience than Starcraft 2, and it's okay for it to be a less intuitive (at least initially) and more complicated experience .
-The community (&Blizzard) is obsessed with balance, but we define it in a very narrow way that imo can be misleading. There is this distinction between balance and design, which I think is dubious as well. I think that balancing can be seen as an aspect of design, something that's intricately linked to the process of design, and that it is equally as important as design, at least in terms of playability. As an example, one important thing to balance is interactions between units. There is this false belief that the designer should not specifically balance unit interactions, but I think it's better to say that they should not specifically restrict unit interactions. Because, for instance, the interactions between marines and mutalisks are partly contingent on the movement speeds of the units. Same for banelings and marines. Or the same for every set of two units. There are other aspects such as the specific responsiveness of spider mines. I think for all of this you have to carefully balance how units can interact with each other, typically informed by the supposed power level of a unit. But there is another objective, which is to create a maximally interesting world, to create a system where there are as many (interesting) interactions as possible within the confines of the general design of the abilities, and sometimes to achieve this you have to very carefully pick values for units. For instance, I don't know if this is feasible, but if the dragoon's projectiles would move more slowly, then if you had marines in bunkers they could temporarily evacuate and attack the dragoons once, only to retreat in the bunker when the shots of the dragoons are mid-travel. This might already be possible by the way, or alternatively, maybe slower projectiles look silly or break other stuff, so I'm not saying it's a good idea. But in any case, the point is that with different balance there are now new possibilities for interactions, so I'm hoping that the Starbow designers will continue to look at these sort of possibilities, especially since Blizzard never really bothered with this approach. (Note that there are weaknesses to this approach as well.)
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One element I liked for Starbow was how warpgate was handled. There is this notion that's beloved by some people that warpgate should have some drawbacks and that it should be a choice. Generally by adding some financial cost to warping in units as opposed to simply building them. I never liked these ideas, because they feel like they're punishing the player and that in effect they are simply nerfs to warpgate instead of representing a different sort of design. Starbow's solution of not being able to warp in dragoons seems just perfect to me and naturally should give way to different styles of gameplay. Although the balance between gateway units will be very important. Maybe it's worthwhile to keep the physical switching of gateways to warpgates and the reverse (including resetting of cooldowns for building units and so on) under consideration as a method of balancing this?
Some general suggestions: (sorry if it's sometimes provocative, but I think that's more fun than meekly looking at pros and cons, people can think for themselves anyhow) - I don't like the queen attack removal, if you don't think that the queen should be able to attack then you should simply nerf her damage or speed instead of adding another energy ability. If you think that there should be energy tension between the queen's abilities then I don't know if this will achieve the result. Since if the queen or other units are going to die it will always be worthwhile to use the attacking ability since it otherwise won't matter anyway. Furthermore, there is already something similar, which is the queen's healing ability. My idea for a change was to simply give her an enrage mechanic, where she attacks more quickly at low hit points, with there being some tension to not use the healing ability too early to save her. - I think that creep should give at least a 10% speed bonus, anything less makes spreading creep pointless. The goal for zerg design is to spread out over the map and take many bases. They need more mobility than terran and protoss in order to facilitate this and creep seems like a nice way to go about this. - Dropping scv's seems a bit boring. If you contrast it with mules then at least mules have an identity of their own. I would change the ability to drop scv's to an ability to drop mules, except that to keep the functionality the same you can make them permanent mules that are very similar to scv's. (say, slightly different stats and generally slightly stronger, maybe have them take up no supply?) It also prevents the silliness that is the no sight for 30 seconds for scv's. - Watching Crank vs Hider, is it normal for both of them to be maxed with high banks all the time? Let's say you decide to lower income a little bit, then you might worry about slowing down the early game too much. I've always thought that there should be one more mineral patch in the main base for the purpose of adding some resilience to one-base income and for speeding up the early game slightly. Maybe that's something that could be useful? - Is it a good thing that vultures can be so easily deterred by pylon walls? Especially with more mobility for the protoss compared to BW. Maybe if vultures weren't so awful in terms of damaging buildings? - I never liked irradiate in brood war. It has some cool aspects but one-click to destroy all high tier zerg units is annoying. I suppose it won't be a problem for Starbow, because of the queen's healing ability, but one thing you might consider is to give the defiler's consume ability the added effect of draining health from the target unit to allow it to avoid being killed by irradiate. - I never know if turning rate adjustments work out to be fun gameplay, but if you want to balance the scourge you might consider giving it a vastly lower turning rate so that with really attentive micro you can save some units (probably not the science vessel though). And by spreading out the scourge or by flanking this can be avoided, of course, so it's not like it would invalidate the unit with higher level play.
I do like Starbow a lot, mind you! I hope it will succeed somehow.
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On January 13 2014 23:33 TopRamen wrote:Show nested quote +On January 13 2014 16:22 Foxxan wrote: @Scan I see that you raised the buildtime here to 45seconds. Its to much, i feel it should be lower->30Buildtime~ Its sort of an no-brain in regard to buildtime, but terran needs it
Especially in tvz. In broodwar, terran opens academy->unlocks: stim, medic and scan Here, terran needs->fast gas, techlabs and no scan in sight.
Terran needs an ebay->from there he can unlock it. Its pretty crucical that terran have any sort of scouting here. Scout drone count, scout his tech. Especially in starbow, because of the banelings. And roaches Zerg can go a fast third, heavy lings/banes. Which was not possible in bw.
So more strategies here in starbow->scouting evne more imporatnt
At the same time, i feel starting with 3 scans when u unlock it is to much. In broodwar, you start with 1scan(50energy). I suggest to lower it to 1.3 scans when u upgrade it (on each cc).
Note, iam not sure how much "energy" they cost now? I know they do not get energy when they unlock the seperate thing but i cant find the word for it. I noted you increased it to cooldown60, iam guessing it costs like 40energy?
Maybe reduce the price of the "seperate scan" to btw, because OB->scan, quite expensive. Since the bw balance is not there anyway->they lose 2workers each time they upgrade, it doesnt matter if it got lowered to 50/50.
I played a lot of TvZ's with my friends a few days ago, I don't see the engy bay as a big problem. Maybe it changed since I last played, but I've been using a build similar to a 1 Rax FE in BW. 10 depot 12 rax 13-14 depot wall off if not hatch first 15 CC if hatch first 21 Gas 23 Ebay @100% +1 weapons TLab @100% Stim, Range Upgrade, and 1 medic Double OC's @30 ish add on 2 more rax (reactor one of them) Factory, Starport.. etc Anyways, build plays out a lot like BW Terran and has worked pretty well for me. Got to start school!
What has this to do with scan?
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Great post by Grumbels! I especially like the considerations regarding intuition and the issue with player input vs. reward. Of course, the Starbow team has always been trying to keep things intuitive and to avoid turning the game into a technicality, but some of the macro abilities come across as rather dutiful. I like the idea of replacing dropped SCVs with mules, even if that means those mules would be more like SCVs than SC2 mules. It adds a lot for spectators and could even be an interesting design element. Imagine a player hiding his mules when a scouting unit arrives to keep the opponent in the dark ...
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Ho lee fuk. You need to put a TLDR on this essay. :D
On January 13 2014 23:43 Grumbels wrote: -Starbow can never hope to compete with Blizzard in terms of replacing the game. If you take dota as an example, it really requires money to get the game in a state where it's an acceptable alternative for any sort of mainstream e-sports purpose. Dota as a WC3 mod, with all its quirks, bugs, strange animations, wrong tooltips and lack of polish, being hosted on a dubious sort of client like Garena, could never enable what Valve has achieved with Dota2, even if gameplay is essentially the same. For Starbow too, there are so many little things about it that reveal the inexperience of the development team and their general lack of resources. I guess the main problem is an inability to create new models or animations of the same quality as the ones already in Starcraft 2.
I'm pretty sure people aren't expecting this game to replace SC2. If they are, I think their expectations are unrealistic. From what I've seen, the community rising around this mod consist of:
-old BW players who AREN'T elitist -SC2 players looking for a new experience
Both these groups accept the mod for what it is: a labor of love. They know it's an amateur product and they're fine with that because the mod is fun to play. I think the people you're talking about are those that are really concerned with Starcraft being the greatest e-sport of all time, but at the same time, hardly play the game they champion. Yeah, those people will eventually peace out because this isn't the savior of Starcraft. Personally, I'm more concerned with having enough people to play with. So far, it's looking like a nice core is forming.
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