We can try with over with several people since 1 test can never be solid. nothing can be 100% but can give insight to the curious people and something for people to watch?

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-StrifeX-
United States529 Posts
We can try with over with several people since 1 test can never be solid. nothing can be 100% but can give insight to the curious people and something for people to watch? ![]() | ||
Haze.884
New Zealand192 Posts
1. It shows that your innovative method works. 2. It becomes way more credible. Best of luck anyways | ||
irons
United States4 Posts
On September 04 2012 22:48 QuanticHawk wrote: This is exactly what your levels is—Repeat with these same units until you hit a certain benchmark, continue? Except that your method uses less units, and isn't an actual build which will be useful in higher levels of play as well. I just see a very limited use this that stuff after couple days of doing the same, extremely basic thing. What you're coaching can very easily be learned through just playing, reading the many guides available (which stress the importance of injection, not getting supply blocked and other basic mechanics), and watching replays of players who are actually good. You will learn way more in 50 games of hammering away with one build order than you will with 50 games of this. And I didn't see you answer it anywhere else: why would you quit your job for this, and what is your end goal here? I just don't see how this translates into any type of income. So, I'm a BSG player. I've hammered away at build orders, I've watched Filter's stuff (couldn't stay with it), I've just ran around like a mad man. Now I'm trying The Levels. I'm having fun and it's a different way of learning. I am learning things I wasn't learning with just build orders. A lot of it is what can I really do and why. Vs. just doing what I'm told. I'm beating similar skilled players with just lings (still 1.1) and Honestly, I'm not sure why this is so contentious. They are different tools and different methods. I can build a drawer with glue and nail or with dove tail joints. At the end I have a drawer, but used different methods. Hammering on a build teaches you that build and you pick up some mechanics. Then you move to the next and repeat. With Levels you get to be proficient in 1 thing at a time and build up. Personally, building up my mechanics then moving to learning build orders will be easier than learning mechanics through build orders. It is personal though. | ||
Oreo7
United States1647 Posts
On September 05 2012 00:48 JaKaTaK wrote: EDIT: Show nested quote + Best practice you can get is from yourself. Not from some program or person telling them everything to do. Of course guidance will help..But lets face it, if your stuck and see not improvement. chances are your not really wanting to try and get better. If you was actually trying to get better you would probably be diamond if you've been playing for like 6months or more. Basically what you are saying is, if i'm trying to teach a child how to add and subtract, and they aren't getting it, instead of trying to explain the problem in a different way or ask them what they don't understand about it, I should tell them they aren't trying hard enough and that they don't want it bad enough. Wow... END EDIT That is a terrible analogy. | ||
Eifer
United States138 Posts
On September 05 2012 06:42 Oreo7 wrote: Show nested quote + On September 05 2012 00:48 JaKaTaK wrote: EDIT: Best practice you can get is from yourself. Not from some program or person telling them everything to do. Of course guidance will help..But lets face it, if your stuck and see not improvement. chances are your not really wanting to try and get better. If you was actually trying to get better you would probably be diamond if you've been playing for like 6months or more. Basically what you are saying is, if i'm trying to teach a child how to add and subtract, and they aren't getting it, instead of trying to explain the problem in a different way or ask them what they don't understand about it, I should tell them they aren't trying hard enough and that they don't want it bad enough. Wow... END EDIT That is a terrible analogy. Yeah. Possibly because starcraft is more complicated than addition/subtraction. Although sometimes figuring out if she's (+/-18) gets me if i'm drunk. | ||
Sennin
Belgium50 Posts
Maybe it's because Filter lays out mechanics with benchmarks you can work towards. Basically you're saying the same but you're not giving a concrete benchmark, like go 1 rax FE and make sure you have 50 scv's by 10 minutes. | ||
shogeki
Canada75 Posts
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JaKaTaKSc2
United States2787 Posts
On September 05 2012 06:42 Oreo7 wrote: Show nested quote + On September 05 2012 00:48 JaKaTaK wrote: EDIT: Best practice you can get is from yourself. Not from some program or person telling them everything to do. Of course guidance will help..But lets face it, if your stuck and see not improvement. chances are your not really wanting to try and get better. If you was actually trying to get better you would probably be diamond if you've been playing for like 6months or more. Basically what you are saying is, if i'm trying to teach a child how to add and subtract, and they aren't getting it, instead of trying to explain the problem in a different way or ask them what they don't understand about it, I should tell them they aren't trying hard enough and that they don't want it bad enough. Wow... END EDIT That is a terrible analogy. The analogy has little to with starcraft and more to do with educational psychology. If someone is trying to learn something and having trouble, How is it going to help them to say "you aren't trying hard enough" or "you don't want it bad enough"? If your solution is to ignore them because they "don't have what it takes" in you eyes, that's fine. You can ignore them. But I am going to help. | ||
healtoe
United States1 Post
Just wanted to say thanks for the lessons, and the core! | ||
JaKaTaKSc2
United States2787 Posts
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akarin
Ireland42 Posts
<3 | ||
JaKaTaKSc2
United States2787 Posts
On September 06 2012 12:51 akarin wrote: I watched the first 2 and half minutes of "TheJaKaTaK 86 - Macro vs Strategy" then I had to turn it off. Your mannerisms are so similar to Day9 it made me cringe. BE YOURSELF <3 I would avoid the older episodes if you don't like the day9 manerisms. I've gotten much better with that. It is not something as easy as "oh okay, i'll stop doing anything that's like day9". Its something similar to saying "ummm" or "like" often while speaking. It takes a lot of time and work to fix those habits, I am constantly improving my speaking abilities. Try episode 124 and see if you like it better. Also, if you have some specific things to help me with like "don't to the 'thug snap' (which I don't/can't do) that would really be helpful. Thanks :D | ||
akarin
Ireland42 Posts
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7mk
Germany10157 Posts
On September 04 2012 12:08 JaKaTaK wrote: Giving a new player a build to do is more constricting than my system. It basically says, "hey, you're only allowed to do this exact single series of things over and over again until you're good at it, and then, you're going to do that again with a new series of things" Most new players will find this incredibly boring. It stifles creativity, understanding, and exploration of the game. Find yourself 2 people who have never played sc2 before. Better yet, find yourself 2 people who have never played an rts before. Give one of them a build, and give one of them Level 1.1. 99.9999999% of the time, the player on level 1.1 will crush the player you gave a build order to, will have more fun playing the game, and will start buidling confidence and an understanding of why and how things work. The player that you give a build order to will be overloaded with information, lose, become frustrated, and not understand why or how things work in starcraft 2. I know this works, because I've done it, many times. The issue with most higher level players teaching platinum to bronze players, is that they often times fail to recognize the struggles of the lower level player because it has been so long since they have been there. You don't have to be in the master's league to teach a player mechanics, but you do have to have a basic understanding of educational methods and psychology, human motivation, and patience. But in all seriousness, go test it out for yourself. Grab a couple of friends who haven't played an rts before, and conduct the experiment. Observe the players before, during, and after they play. Talk to them about the experience afterwards. Forcing people to learn builds early on is a mistake. That's why we lose so many newer players, not because the game is too hard, but we're approaching teaching it in the wrong way. Addressing Paragraph 1: No its not more constricting, quite the opposite. Theres nothing creative about building only super basic units, there will be no gain of understanding about the game except "have better mechanics" with this method, so yeah its basically the opposite of what youre trying to say. You seem to think that if you play a proper build order you will have 1000 games that will just play out the same every time and youll have to work through it like a robot. Thats not how starcraft is, its a fluid game, you have to react to your opponents, you will see new facets of the build youre playing everytime that you face a new opponent. You will learn its strengths, you will learn its weaknesses, you will learn to adjust the build according to what your opponent does, and you will improve your mechanics during all of this. What do you learn when you only build marines, supply depots and CCs? None of these things, you will merely improve your macro, you will learn nothing else except that youre playing a build that wins you games if you outmacro your opponent and loses you games if you dont or you do outmacro him but he just counters your units too hard cause your non-existant build is awful. When you have gotten good by playing only one good solid build, then transitioning to a different build is actually very easy because the adjustments arent that huge. If I try to do a build ive never tried before, even the very first time i try this build, it will not be as good as my most familiar build but it will still be master lvl. But switching from your lvls to a real game is a way way bigger difference and then the player will realize that his mechanics are actually awful now that he has to do things that are more complex all of a sudden, Similar to how even a master player can start screwing up his mechanics when his opponent throws something at him that is unconventional and catches him off guard. Being familiar with what you have to do is what makes you good at the game and lets you have good mechanics. Not having to think that much because you know the right responses is what gets you good mechanics. Mechanics is actually a lot more than learning to press D and A really fast but you wont learn that with your method, you need to learn a proper build for that. Addressing paragraph 2: Youre just making shit up now, youre talking out of your ass. 99.99999% ... right... I dont even know what to say to that, And in general you really have nothing at all to show for your method. How many people that you taught are really good at the game now? So far i only read about one guy who actually got demoted after using your method. People who have gotten really good by learning build orders? well... basically everyone who is good at the game And this goes with paragraph 3 as well, sure I could go find some people that havent played the game, teach him your method, and they would probably slowly improve. I could also teach him a standard method and they would improve a lot faster. And if someone here will eventually say that your method helped him get from bronze to silver that means absolutely nothing, cause that is by far the easiest step. And I actually talk to low lvl players a lot, I meet up with my local starcraft community every week, they learn the standard way, and there have been a lot of people that recently improved quite a bit, one promoted from diamond to master, another one promoted from platinum to diamond, another one promoted from gold to platinum, and one of the guys i gave a bit more detailed help improved in like a month from silver to platinum lvl. Last time I posted you said it was ironic that people were telling you you were wasting your time while they/we were actually wasting time posting here. The difference is that we waste a few minutes trying to help you but youre spending a whole year on this. Even though it probably sounds like it, i didnt come here to bash you, you really do sound like a nice guy, with all of this I'm just trying to say that I really think there would be more productive, helpful things you could be doing with your life right now. | ||
JaKaTaKSc2
United States2787 Posts
On September 13 2012 08:03 7mk wrote: Show nested quote + On September 04 2012 12:08 JaKaTaK wrote: Giving a new player a build to do is more constricting than my system. It basically says, "hey, you're only allowed to do this exact single series of things over and over again until you're good at it, and then, you're going to do that again with a new series of things" Most new players will find this incredibly boring. It stifles creativity, understanding, and exploration of the game. Find yourself 2 people who have never played sc2 before. Better yet, find yourself 2 people who have never played an rts before. Give one of them a build, and give one of them Level 1.1. 99.9999999% of the time, the player on level 1.1 will crush the player you gave a build order to, will have more fun playing the game, and will start buidling confidence and an understanding of why and how things work. The player that you give a build order to will be overloaded with information, lose, become frustrated, and not understand why or how things work in starcraft 2. I know this works, because I've done it, many times. The issue with most higher level players teaching platinum to bronze players, is that they often times fail to recognize the struggles of the lower level player because it has been so long since they have been there. You don't have to be in the master's league to teach a player mechanics, but you do have to have a basic understanding of educational methods and psychology, human motivation, and patience. But in all seriousness, go test it out for yourself. Grab a couple of friends who haven't played an rts before, and conduct the experiment. Observe the players before, during, and after they play. Talk to them about the experience afterwards. Forcing people to learn builds early on is a mistake. That's why we lose so many newer players, not because the game is too hard, but we're approaching teaching it in the wrong way. Addressing Paragraph 1: No its not more constricting, quite the opposite. Theres nothing creative about building only super basic units, there will be no gain of understanding about the game except "have better mechanics" with this method, so yeah its basically the opposite of what youre trying to say. You seem to think that if you play a proper build order you will have 1000 games that will just play out the same every time and youll have to work through it like a robot. Thats not how starcraft is, its a fluid game, you have to react to your opponents, you will see new facets of the build youre playing everytime that you face a new opponent. You will learn its strengths, you will learn its weaknesses, you will learn to adjust the build according to what your opponent does, and you will improve your mechanics during all of this. What do you learn when you only build marines, supply depots and CCs? None of these things, you will merely improve your macro, you will learn nothing else except that youre playing a build that wins you games if you outmacro your opponent and loses you games if you dont or you do outmacro him but he just counters your units too hard cause your non-existant build is awful. When you have gotten good by playing only one good solid build, then transitioning to a different build is actually very easy because the adjustments arent that huge. If I try to do a build ive never tried before, even the very first time i try this build, it will not be as good as my most familiar build but it will still be master lvl. But switching from your lvls to a real game is a way way bigger difference and then the player will realize that his mechanics are actually awful now that he has to do things that are more complex all of a sudden, Similar to how even a master player can start screwing up his mechanics when his opponent throws something at him that is unconventional and catches him off guard. Being familiar with what you have to do is what makes you good at the game and lets you have good mechanics. Not having to think that much because you know the right responses is what gets you good mechanics. Mechanics is actually a lot more than learning to press D and A really fast but you wont learn that with your method, you need to learn a proper build for that. Addressing paragraph 2: Youre just making shit up now, youre talking out of your ass. 99.99999% ... right... I dont even know what to say to that, And in general you really have nothing at all to show for your method. How many people that you taught are really good at the game now? So far i only read about one guy who actually got demoted after using your method. People who have gotten really good by learning build orders? well... basically everyone who is good at the game And this goes with paragraph 3 as well, sure I could go find some people that havent played the game, teach him your method, and they would probably slowly improve. I could also teach him a standard method and they would improve a lot faster. And if someone here will eventually say that your method helped him get from bronze to silver that means absolutely nothing, cause that is by far the easiest step. And I actually talk to low lvl players a lot, I meet up with my local starcraft community every week, they learn the standard way, and there have been a lot of people that recently improved quite a bit, one promoted from diamond to master, another one promoted from platinum to diamond, another one promoted from gold to platinum, and one of the guys i gave a bit more detailed help improved in like a month from silver to platinum lvl. Last time I posted you said it was ironic that people were telling you you were wasting your time while they/we were actually wasting time posting here. The difference is that we waste a few minutes trying to help you but youre spending a whole year on this. Even though it probably sounds like it, i didnt come here to bash you, you really do sound like a nice guy, with all of this I'm just trying to say that I really think there would be more productive, helpful things you could be doing with your life right now. Many people have gone from bronze to platinum this past season by using this method. One player used it to get from diamond to masters (GM on SEA). And I challenge you. Come back to this thread on May 1st, 2013. Then we will see how productive this year in my life has been. | ||
sanddbox_sc2
United States173 Posts
On September 13 2012 08:03 7mk wrote: Addressing Paragraph 1: No its not more constricting, quite the opposite. Theres nothing creative about building only super basic units, there will be no gain of understanding about the game except "have better mechanics" with this method, so yeah its basically the opposite of what youre trying to say. Nonsense. Just making marines and depots, there's already a ton of strategies you can do: you can open CC first, you can open 2 rax pressure and expand afterwards, you can open 1 rax gasless FE... The point is that by constricting the units, you're simplifying the game that allows you to master the fundamentals before progressing. Would you have a bronze/silver/gold player try to execute a 2 base immortal sentry allin? No, he doesn't have the fundamentals in place to execute a strategy like that and so you're going to have to start with the basics. Others have expressed this concept much better than I have, so I'll leave it to them: It is most effective to launch into the learning process by studying a discipline’s most fundamental principles. A devotion to mastering the nuances of these basics builds the foundation required for more complex understanding; creative bursts of inspiration; and higher levels of achievement, which result from an interplay between knowledge, intuition, and creativity. By studying and deeply internalizing core concepts we develop our brain in ways that allow us to achieve a more penetrating understanding of not just one subject or practice but also all others we choose to undertake. As we immerse ourselves in doing what it takes to absorb and build on fundamentals, we experience first-hand the joy of learning and reinforce for ourselves its value. Allowing ourselves to grasp the intrinsic benefit of personal development through what we do to achieve it enhances our motivation and equips us to take learning further. If you're looking for something a little more concrete (emphasis is mine): “Bruce began our study with a barren chessboard. We took on positions of reduced complexity and clear principles. Our first focus was king and pawn against king—just three pieces on the table….Layer by layer we built up my knowledge and my understanding of how to transform axioms into fuel for creative insight….This method of study gave me a feeling for the beautiful subtleties of each chess piece, because in relatively clear-cut positions I could focus on what was essential. I was also gradually internalizing a marvelous methodology of learning—the play between knowledge, intuition, and creativity. From both educational and technical perspectives, I learned from the foundation up.” “Most of my rivals, on the other hand, began by studying opening variations….Once you start with openings, there is no way out…. It is a little like developing the habit of stealing the test from your teacher’s desk instead of learning how to do the math. You may pass the test, but you learn absolutely nothing—and most critically, you don’t gain an appreciation for the value or beauty of learning itself.” | ||
JaKaTaKSc2
United States2787 Posts
What are those quotes from. "The Art of Learning" and "The Tao of Jeet Kune Do"? Or another Bruce Lee book? I'd like to read them if I haven't already :D | ||
Uncreative_Troll
98 Posts
I am not sure if it's the best idea to be hard limited on your techtree. It will be quite frustrating for new player to lose against stuff which requires a reaction (invisible units, anti air) or to be hard countered by the units of the enemy... (You can't just outmacro a player who builds Colossi while you monobattle with Marines or Zealots.) Also this game isn't about macro only. You force your students to heavily outmacro the enemy to make up for other shortcommings which don't get trained with this style. I think it's a good excercise but only doing this will slow you down (and will let you lose more games than you should) in the end. I also feel like something of the beauty of RTS might get missing when you always play that style. To me it feels the best when you think that you understand what's going on and how to react. Winning because you know that you can't attack a Protoss who has Colossi (when you can't snipe them for free) while you don't have Vikings, but that you might be able to drop him when he teched hard for them and got multiple bases, feels better than to just overrun him. (I haven't read 'TheLevels' but I assume you don't include this kind of easy to learn and rewarding knowledge.) | ||
JaKaTaKSc2
United States2787 Posts
EDIT: also, there is a link in the info section of the twitch page called "TheLevels" its in spreadsheet form currently, but when I get the time I'll do a full write up on it. | ||
Uncreative_Troll
98 Posts
aKaTaK United States. September 14 2012 06:37. Posts 507 PM Profile Blog Quote # I have outmacro'ed multiple players who have gone colossus with unupgraded marines, slow zerglings, and zealots. At the end you have all the units and strategies available. Also, the first level is for macro, the 2nd level is for micro and the 3rd is multitasking. EDIT: also, there is a link in the info section of the twitch page called "TheLevels" its in spreadsheet form currently, but when I get the time I'll do a full write up on it. Which league? It gets harder in higher leagues when people play solid and didn't you start new accounts/leagues to do "TheLevels" (and started intentionally in Bronce (where the opponents should be worse than you))? Guess more explanation in "TheLevels" file would be nice. (how to use it) If I understand it correctly you will have to play atleast 45 games before you can build Observer. You need to meet the requirements every single game however. One bad game and the number rises in average by 2,5. I unfortunatly can't test how hard it is myself, cause I don't have access to a decend PC right now, but I doubt the most player will easily manage to have a SQ above 100 (according to whatthefat http://www.teamliquid.net/forum/viewmessage.php?topic_id=266019 around 17 SQ better than GM in 2011), not get supply blocked and constantly use Nexus energy 5 games in a row. I wonder how many games the player (in average) have to play till they get observer... I am not sure if I like when you unlock the units and the order of the requirements to reach the next level. You want to keep it simple that player don't overcomplicate stuff? You actually jump which production building is required (New Gateway unit at round 1, 2, 3, 6, 9; Robo 4, 5, 7, 11; Star 8, 10, 12, 13) and don't let them build all units the tech tree provides them already. Won't it be the easiest system when you go after the tech buildings? For example: Round 1 without Cyer Core, Round 2 with Cyber (and with Sentries AND Stalker), Round 3 with Robo (and with Observer, Immortal and Warp Prism), Round 4 with Robo Bay (and Colossi), ... Always adding an additional tech building instead of an arbitrary unit. Is there any reason behind that system except raising the number of games till you unlocked all stuff? (It's atleast 195 games to get all Protoss units right now and people shouldn't be in trouble when they occasionally get access to more than 1 unit every atleast 15+ concentrated games.) "Experimenting" with the new units can be really interesting but you will lose many games because of that I guess. Quite often you will have to repeat a level (and a few games) cause the game ends before you can build the new unit once (Mothership, Carrier, Void Rays, ...) and teching to them early might be not usefull and sets you behind. Why don't you include upgrades? They are really important and win/lose games. I am not sure what's the difference between Level 2 and Level 3. Can't you attack at more than one place before Level 2? May you defend your base while you attack before Level 3? May you micro before Level 2 to stay alive? Again a big disadvantage in 2 of 3 Levels compared to your opponent. I doubt that you really still have to skip to use micro and multitasking after you played atleast 180 games (while meeting the requirements)... Honestly "TheLevels" look quite unpolished (to me) right now. You will have to play worse than you could as you reach higher rounds (and I am not even talking about inefficient Build Orders and bad follow ups right now). Maybe fuse Level 2 and 3, simplify and reduce the number of rounds and remove Level 1 for higher rounds? What's your round and level with the different races currently? Why don't you link TheLevels in the first post of this thread? (<- wrong word or?) What's the experience of the guys who do this? How many games did you play and which round and level do you have right now? | ||
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